Dragon Age: The Veilguard
Ability, Item & Progression Breakdown
Content Highlights
- All active Abilities & Ultimates for Rook
- Over 100 Passives & Traits for Rook (~30% of total)
- All active Abilities for all Companions (+ a hand full of their upgrades)
- Over 100 Items’ unique effects between those for Rook & their Companions
- Various game mechanics explained
Disclaimer
This document is a work in progress, largely based on the game previews made by various creators and released from Sept 19th onward. I was not at the preview event myself. While content from the event has now largely dried up, I’ll still make updates whenever something new is released.
The information herein is far from complete (often indicated by “??” or “[...]”) and not final. Some of it is just my best guess.
I will keep adding more content leading up to the game’s release as I come across it.
If you have found things I’m missing, please let me know, especially if you have more info regarding Companion skill trees or what exactly the different status effects do.
Contact me via Twitter: @TheAngzt or Reddit: /u/Angzt
You are free to share this document and its contents.
If you use portions of it in your own content, I just ask for you to link this doc somewhere (video description, footnote, etc.).
I’d also appreciate a quick ping to let me know but no need to ask permission.
Table of Contents
Character Creation
Lineage
Class
Faction
Playstyle (Difficulty)
Rook Abilities
Rogue
Duelist
Saboteur
Veil Ranger
Warrior
Reaper
Slayer
Champion
Mage
Death Caller
Evoker
Spellblade
Ability Enchantments
Companion Abilities
Bellara
Davrin
Emmrich
Harding
Lucanis
Neve
Taash
Equipment
Rogue Weapons
Warrior Weapons
Mage Weapons
Armor
Accessories
Companion Gear - Bellara
Companion Gear - Davrin
Companion Gear - Emmrich
Companion Gear - Harding
Companion Gear - Lucanis
Companion Gear - Neve
Companion Gear - Taash
Runes
Item Enchantments
Miscellaneous
Enemy Health
Ultimates
Rogue Move Set
Warrior Move Set
Mage Move Set
Status Effects
Experience
Caretaker’s Workshop
Enemy Types
Potions
Character Creation
Lineage
Your lineage (formerly called race) has no impact on combat gameplay, apart from the old “no Dwarven Mages” limitation.
Elf
Descendants of an ancient, fallen empire. Pushed to the margins in the past, some elves are building a brighter future by exploring their civilization’s lost wonders.
Qunari
Feared and envied for their size and strength. Some Qunari follow a strict philosophy from their homeland, while others joined different cultures generations ago.
Human
An ambitious and prosperous people. Humanity’s various kingdoms are the ascendant powers of this age.
Dwarf
Clever and tough in equal measure. Dwarves cannot dream or wield magic, but possess a mysterious and ancient bond with the earth.
Dwarves can’t be mages.
Class
Rogue
The rogue’s hallmarks are quick movement and reflexes. Whether wielding a bow or dual swords, they use powerful, precise strikes for lethal damage.
Warrior
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.
Mage
Mages rain down fury with spells that incinerate, freeze, electrocute, and crush. Some cast from afar, while others prefer close-quarters combat.
Faction
Your faction choice influences Rook’s backstory and conversation choices.
Grey Wardens
An ancient military order sworn to battle darkspawn and other monsters, the Wardens undergo secret, unbreakable rites that grant them supernatural powers against the dark.
- Bonded in Blood: Gain reputation with the Grey Wardens more quickly
- Blight Killer: Deal increased damage vs. Darkspawn
- Vigilant Training: Base Defense and Health are slightly increased
Surname: Thorne
Veil Jumpers
This daring group explores ancient elven ruins in Arlathan Forest. Although funded by elves, they welcome anyone brave enough to face Alralthan’s reality-warping magic.
- Close to the Veil: Gain reputation with the Veil Jumpers more quickly
- Attuned Strikes: Deal increased damage vs. Fade-Touched
- Keen Eye: Deal slightly increased Critical and Weakpoint damage
Surname: Aldwir
Shadow Dragons
This underground resistance opposes corrupt rulers and slavery in Tevinter. Coming from all walks of life, they are determined to bring justice to the people.
- Light in the dark: Gain reputation with the Shadow Dragons more quickly
- Never to Rise: Deal increased damage vs. Venatori
- Resourceful: Your class specific resource regenerates slightly faster.
Surname: Mercar
Lords of Fortune
An informal collection of explorers, hunters, and treasure seekers from Rivain, the rowdy Lords are famed for both daring exploits and narrow escapes.
- Together in Glory: Gain reputation with the Lords of Fortune more quickly
- Healthy Competition: Deal increased damage vs. Mercenaries
- Relentless: Perform Takedowns on enemies with slightly less effort
Surname: Laidir
The Mourn Watch
This elite necromantic order explores the mysteries of life and death, and tends to the undead in Nevarra’s sprawling Grand Necropolis.
- Recognized Name: Gain reputation with the Mourn Watchers more quickly
- Return to the Grave: Deal increased damage vs. Undead and Demons
- Acute Afflictions: You can apply an additional Affliction stack on targets
Surname: Ingellvar
Antivan Crows
Swift knives in the dark, the Crows are ruthless assassins, both respected and feared as Antiva’s shadowy protectors.
- Under Their Wing: Gain reputation with the Antivan Crows more quickly
- Open Contract: Deal increased damage vs. Antaam
- Hidden Pouch: Holds and extra potion
Surname: de Riva
Playstyle (Difficulty)
Unless you select Nightmare, all individual difficulty settings (see Unbound) can be changed again later. Nightmare is locked in for the full playthrough.
Storyteller
Here for the story.
A plunge into story with more forgiving combat.
- Incoming damage: 1/5
- Enemy Aggression: 1/5
- Tactical Challenge: 1/5
- Defend Timing: 1/5
Keeper
Here to build a party.
A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
- Incoming damage: 2/5
- Enemy Aggression: 2/5
- Tactical Challenge: 2/5
- Defend Timing: 1/5
Adventurer
Here for action and adventure.
A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
- Incoming damage: 3/5
- Enemy Aggression: 3/5
- Tactical Challenge: 3/5
- Defend Timing: 3/5
Underdog
Here to be pushed to the limit.
Overcome punishing odds and save the world from unforgiving enemies.
- Incoming damage: 4/5
- Enemy Aggression: 4/5
- Tactical Challenge: 4/5
- Defend Timing: 5/5
Nightmare
Here for brutality.
Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, and skills to survive.
- Incoming damage: 5/5
- Enemy Aggression: 5/5
- Tactical Challenge: 5/5
- Defend Timing: 5/5
Unbound
Here to start a new path.
Customize all settings.
- No assist
- Objectives & traversal markings shown on button press
- Objectives always shown. Travel markings when getting close
- Objectives always shown. Travel markings at greater distance
- Custom
- Aim Assist: [Off], [Low], [Medium], [High]
- Aim Snap: [Off], [On]
- Combat Timing (Dodge, Parry, Perfect Defend): [Forgiving], [Balanced], [Reactive]
- Enemy Damage: [Lowest], [Low], [Standard], [High], [Highest]
- Enemy Health: [Lowest], [Low], [Standard], [High], [Highest]
- Enemy Aggression (includes Stagger resistance): [Lowest], [Low], [Standard], [High], [Highest]
- Enemy Resistances: [Standard], [High], [Highest]
- Enemy Vulnerability: [Standard], [High], [Highest]
- Camera: Face Melee Target: [Off], [On]
Rook Abilities
Abilities are unlocked via the Constellation skill tree. Each level up provides a skill point to spend, with further points being rewarded for exploration.
The skill tree is hexagonal, with you starting in the center.
There are 4 types of skills:
- Abilities are active actions you trigger during combat
- Ultimates are devastating abilities that take a special resource to use
- Traits are activated by button combos
- Passives are always active
Every other corner of the hexagon has a Specialization attached. Specializations then have their own mini trees using the same skill points.
Specializations unlock at level 20 and only a single one can be active at a time.
Each Specilzation’s Traits (X,Y,Z 5 and 11) have additional level requirements of 30. Once you pick one, the other Trait’s level requirement increases to 40.
The Factions mentioned in skill tree sections and Specializations have no gameplay relevance outside of their vendors potentially having more gear for the lore-linked classes. You can choose any Class and Specialization with any Background.
You can reset your skill points at any point outside of combat for free.
Larger skill tree image here || Dark mode version (You’ll want this in a different tab anyways)
The three skills at the very center (A0, A1, and A2) do not cost skill points to unlock. A0 is the base class. A1 and A2 are your class’ first Ability and Ultimate which unlock during the tutorial.
Some Passives do appear multiple times, both within a class and across classes.
(Damage numbers are my estimations for level 1 with no gear. These are likely not exact but should be in the right ballpark.
I believe that damage bonuses scale additively. So if you got +20% Cold damage, +15% Ability damage from an item, and +10% damage to Control Abilities, you’d simply get 20%+15%+10% = 45% bonus damage on a Control Ability with Cold damage. No multiplicative scaling between bonuses.)
Rogue
Rogues are cunning and adaptive. They fight with two swords and a bow while exploiting any weakness in their enemies.
Skill tree sections: Core [A], Sustain [B], Lord of Fortune [C], Control [D], Veil Jumper [E], Burst [F], Antivan Crow [G]
Specializations: Saboteur [X], Veil Ranger [Y], Duelist [Z]
Combat Basics
- Ranged Attack: Tap [Ranged] to quickly loose an Arrow or hold [Ranged] to charge up the shot
- Charged Attack: Hold [Light] or [Heavy]
- Sprint Attack: Tap [Sprint] while moving and then tap [Light] or [Heavy]
- Jump Attack: While airborne, tap [Light], [Heavy], or [Ranged]
- Dodge: Tap [Dodge] to sidestep an attack or double-tap [Dodge] to flip out of the way
- Defend: Tap [Block] at the right time to block enemy attacks with your Swords
Resources
- 8 Arrows for ranged bow attacks. Replenish over time
- Momentum for Abilities. Generated by dodging, parrying, and dealing damage but lost when taking damage
Abilities [10/10 known]
- [A1] Static Strikes: [Strike, Duration] Deals 110 Electricity damage. Unleash twin bolts of lightning from your blades, shocking all enemies they strike. Fires 2 bolts, each dealing damage independently but traveling along the same path. Applies Weakened. Costs 50 Momentum
- [B1] Pilfer: [Control, Tool] Deals 240 Physical damage. Add insult to injury by swiping a Potion when you slice up an enemy. Applies Bleeding on hit. The Potion is automatically consumed after being stolen. Detonates Overwhelmed. 60s CD
- [B14] Lightning Flask: [Duration, Control] Deals 500 Electricity damage. Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies. Deals damage in a large area upon impact, while creating an aura that deals Electric damage and applies Shocked to nearby enemies. Costs 50 Momentum
- [C11] Explosive Trap: [Area, Tool] Deals 240 Physical damage. Repurpose Antaam explosives for your own use. Throw down an explosive trap that detonates when enemies get too close. Highly likely to disrupt enemies. Detonates Overwhelmed. 20s CD
- [D1] Rain of Decay: [Area, Control] Deals 300 Necrotic damage. Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. Costs 50 Momentum
- [D14] Reeling Bolt: [Projectile, Tool] Deals 80 Electricity damage. Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. 60s CD
- [E11] Lightning Quiver: [Projectile, Control] Deals 450 Electricity damage. Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. Costs 50 Momentum
- [F1] Hurricane of Blades: [Area, Strike] Deals 350 Necrotic damage. Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. Costs 50 Momentum
- [F14] Explosive Daggers: [Projectile, Duration] Deals 500 Physical damage. Unleash a barrage of sticky, explosive daggers. Fires 3 daggers that stick to their targets, then explode after a short time. Applies Sundered. Costs 50 Momentum
- [G11] Toxic Dash: [Strike, Projectile] Deals 200 Necrotic damage. Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. Costs 50 Momentum
Ultimate [1/1 known]
- [A2] Concussive Barrage: Deals 1600 Physical damage. Remind your enemies that a rogue’s pockets are often filled with danger… and explosives. Fire a barrage of concussive bombs that deal increased Stagger. The duration of any Staggered condition from this Ability is increased by 200%.
Traits [7/9 known]
- [A4] Evasive Maneuvers: [Dodge], [Dodge], then [Light], [Heavy], or [Ranged]. Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down.
- [A6] Exploding Arrow: [Ranged] + [Light]: Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range. The Arrow explodes after a short delay.
- [A8] Riposte: On Defend: [Light], [Heavy], or [Ranged]. After a successful Defend, you can now launch a powerful counterattack.
- [E14] Hunter’s Focus: Hold [Ranged], then [?]. While Charging your Bow, pressing [?] spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus.
- [F4] Decisive Finale: [Light], [Light], [Light], [Light], [Heavy]. Unleash a decisive Heavy Final attack after a Light Attack Chain
- [G14] Adrenaline: [Light] or [Heavy] or [Ranged] Attack Chain: Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end.
- Leaping Shot: [Ranged] + [Jump]. Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact.
Passives [49/102 known]
- [A7] Downfall: [Light] or [Heavy] while airborne: Jump attacks guarantee Critical hits if the target is Knocked Down.
- [B5] Providence: Advantage duration +20%
- [B10] Rolling Momentum: Whenever you activate a Tool Ability, you gain 25 Momentum
- [B8] Necessary Steps: Primer duration +20%
- [B9] Shattering Control: Control Abilities deal 75% more damage vs. Armor
- [B11] Swift Rebuke: Gain Momentum when you Perfect Dodge or perform a Perfect Defense
- [B13] Improved Health: Health +100
- [C4] Victory Rush: Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger.
- [C7] Salt in the Wound: Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1
- [C12] Sharper Edge: Penetration +15%
- [C16] Pounce: Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown
- [D10] Marked Target: Duration Abilities are Critical vs. enemies suffering from Bleeding
- [D15] Traumatize: Takedown damage +15%
- [E1] Light Armor Mastery: While wearing a Light Helm and Armor: Maximum Momentum +50. Weak Point damage +15%. Charged Bow show damage +20%
- [E4] Poisonous Precision: Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer.
- [E15] ??: Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health
- [F2] Sharper Edge: Penetration +15%
- [F3] Staggering Blade: Sword Stagger +20%
- [F5] Decisive Finish: Agile attack damage +10%. Charged attack damage +10%. Final attack damage +10%
- [F6] Daring Counter: Defeating an enemy with a Strike Ability grants Deflect
- [F7] Sniper’s Precision: Damage from Projectile Abilities cannot be reduced while Precision is active
- [F8] ??: Light attacks deal 10% more Health damage
- [F9] Piercing Strike: Strike Abilities grant 50% Penetration
- [F10] ??: Projectile Abilities deal 75% more damage vs. Barrier
- [F11] Momentous Occasion: Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline.
- [F12] Burst of Speed: Momentum generation +10%
- [F13] Staggering Finale: Stagger from Final attacks +20%
- [F15] Providence: Advantage duration +20%
- [F16] Traumatize: Takedown damage +15%
- [F17] Swift Death: Gain Quickened after defeating an enemy with a Critical hit
- [F18] Conductive Shot: Projectile Abilities deal 100 Electric damage to enemies within 8 meters
- [F19] Physical Strikes: Strike Abilities now deal Physical damage
- [F20] Wrath: Critical damage +10%
- [F21] Necrotic Fog: Spending Momentum deals 150 Necrotic damage to enemies within 6 meters
- [G1] Medium Armor Mastery: While wearing a Medium Helm and Armor: Critical damage +20%. Sword damage +20%. Perfect Defense Momentum gained +50%
- [G2] Death’s Blessing: Necrotic damage +10%
- [G3] Desolate Malady: Affliction damage +10%
- [G4] Poisoned Reply: Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage.
- [G5] Wrath: Critical damage +10%
- [G6] Battlefield Awareness: Control Abilities deal Critical hits vs. Knocked Down enemies.
- [G7] Assassination: Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health
- [G8] Insidious Rot: Maximum Necrosis stacks +1
- [G9] Mighty Strike: Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction
- [G10] Noxious Presence: Control Abilities release noxious fumes that apply Necrosis to nearby enemies.
- [G12] Necessary Steps: Primer duration +20%
- [G13] Arcane Defiance: Electric Resistance +10%. Necrotic Resistance +10%
- [??] A Timely Defense: Activating a Duration Ability grants Resistant
- [??] Death’s Blessing: Necrotic damage +10%
- [??] Endure: Lose 35% less Momentum when you take damage.
Saboteur
A true swashbuckler, the Lords of Fortune Saboteur specializes in using explosives and other contraptions to weaken enemies, control the battlefield, and handle even the most dangerous situations.
Set the stage. Deploy explosives and turrets that devastate enemies, then pick them off with arrows.
Ability [1/1 known]
- [X2] Fortune’s Turret: [Duration, Tool] Deals 800 Physical damage. Throw down a mechanized turret that targets the closest enemy and peppers them with projectiles. When spent, the device explodes, dealing heavy damage likely to disrupt any enemies within range of the blast. 60s CD
Ultimate [1/1 known]
- [X1] Fortune’s Fury: Deals 1800 Physical damage. Embrace your fury, equipping a powerful, expendable weapon to bombard enemies. Fire a rapid stream of projectiles and then toss the weapon to deal additional damage. End the attack early by tapping [Ultimate].
Traits [2/2 known]
- [X5] Plague Arrow: Hold [Ranged]: You can now Charge your Arrows beyond the normal Charge level to apply Necrosis in an area around your target.
- [X11] A Messy Death: Hold [Light] or [Heavy] or [Ranged] (lethal): Defeating an enemy with a Charged attack from any weapon causes an explosion after a short delay, dealing additional damage to all around them.
Passives [10/10 known]
- [X3] Sharper Edge: Penetration +15%
- [X4] Precise Malady: For each equipped Duration Ability, Arrow regeneration increases by 35%.
- [X6] Come Prepared: Maximum Arrows +2. Arrow regeneration: +20%
- [X7] Calling the Shot: Every eighth Arrow hit grants you Precision. Your Final attacks grant 3 Arrows.
- [X8] Trick Shot: Every fifth Arrow that strikes a single target splinters into projectiles that may hit nearby enemies.
- [X9] Determination: Physical damage +10%
- [X12] Deep Cut: Stagger on Weakpoint hit: +20%. Stagger on Critical hit: +20%.
- [X10] Quick Fix: Defeating an enemy with a Tool Ability grants Quickened.
- [X13] In the Fray: Defeating enemies at close range resets the duration of any active Advantages.
- [X14] Inspired Takedowns: Performing a Takedown now deals 25% bonus damage, grants Rally Party, and reduces your party’s Ability cooldowns by 50%.
Veil Ranger
Using tactics learned in Arlathan, the Veil Ranger specializes in bringing down targets with charges, long range shots and pinpoint accuracy.
Hunt the enemy. Snipe enemies from afar using artifacts that charge arrows with dangerous, powerful magic.
Ability [1/1 known]
- [Y2] Storm’s Path: [Area, Projectile] Deals 350 Electricity damage. A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed. Costs 50 Momentum
Ultimate [1/1 known]
- [Y1] Twin Gifts of Arlathan: Deals 1800 Electricity damage. Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets.
Traits [2/2 known]
- [Y5] Sniper’s Triumph: Hold [Ranged] (headshot). After a Charged Weakpoint headshot, your next shot will fire multiple Arrows at once.
- [Y11] Archer’s Rhythm: Hold [Ranged], then release it at maximum charge. Firing a Charged Arrow the moment it reaches maximum Charge increases its damage by 50%.
Passives [10/10 known]
- [Y3] Shocking Malady: Shocked duration +20%
- [Y4] Lightning Splash: Hitting an enemy with an Area Ability also applies Shocked.
- [Y6] Double Shock: Maximum Shocked stacks: +1
- [Y7] Storm’s Call: Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them.
- [Y8] Death Blow: Hitting a Weakpoint on a Staggered enemy deals lethal damage.
- [Y9] Amperage: Electric damage +10%
- [Y10] Compound Bow: Your Bow’s base damage is added to all Projectile Ability damage.
- [Y12] Marksmanship: Charged Bow damage + 10%
- [Y13] Opportunity Shocks: When your Momentum is above 66%, Bows deal up to 75 additional Electric damage. The closer to a Perfect Shot, the stronger the effect.
- [Y14] Hamstring: Knock Down enemies when your Charged Arrow hits their legs.
Duelist
Swift as the wind, the Antivan Crow Duelist specializes in dancing between blades and punishing enemies with devastating melee blows.
Draw your steel. Parry and dodge past enemies to gain strength with every strike.
Ability [1/1 known]
- [Z2] A Thousand Cuts: [Strike, Control] Deals 800 Necrotic damage. Assume a duelist’s pose, then rapidly slice and dice your opponent. Deals damage up to 16 times with an especially devastating final blow. Costs 100 Momentum
Ultimate [1/1 known]
- [Z1] Murder of Crows: Deals 1600 Necrotic damage. Use your advanced agility to cut down enemies foolish enough to challenge an Antivan Crow. Your enemies will think you have wings as you leap rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone.
Traits [2/2 known]
- [Z5] Mounting Thrill: The Adrenaline effect now stacks up to 3 times, increasing its bonus damage and chance to disrupt enemies.
- [Z11] Shall We Dance: [Light], shortly followed by [Light]. Performing a Light attack , waiting a short time, then performing another deals bonus damage and Stagger and grants Adrenaline.
Passives [10/10 known]
- [Z3] Concentration: Charged attack damage damage +10%
- [Z4] Quick Control: Hitting an enemy with a Control ability permanently reduces their Defense by 5.
- [Z6] Adrenaline Rush: Attacks to activate Adrenaline: -2
- [Z7] Energy Burst: Gaining the Adrenaline effect increases your health and Momentum by 10%.
- [Z8] Deflection: Lose only 1 Adrenaline charge when you take damage. With any active charges, you take 40% less damage.
- [Z9] Death’s Blessing: Necrotic damage +10%
- [Z10] Poisoned Blades: Strike Abilities apply Necrosis for each unique Primer on the target.
- [Z12] Dynamic Gains: Maximum Momentum: +50
- [Z13] Balanced Flow: Deal up to 30% more weapon damage and take up to 25% less damage relative to your current Momentum.
- [Z14] Convert Energy: Your Charged attacks now consume 25 Momentum to deal 25% more damage and Stagger.
Warrior
The greatest Warriors balance their offensive prowess with a sturdy defense.
Skill tree sections: Core [A], Survival [B], Mourn Watch [C], Abilities [D], Lord of Fortune [E], Weapons [F], Grey Warden [G]
Specializations: Reaper [X], Slayer [Y], Champion [Z]
Combat Basics
- Weapon Swap: Tap [Swap] to toggle between your two weapon configurations
- Charged Attack: Hold [Light], [Heavy], or [Ranged]
- Sprint Attack: Tap [Sprint] while moving and then tap [Light], [Heavy], or [Ranged]
- Jump Attack: While airborne, tap [Light], [Heavy], or [Ranged]
- Dodge: Tab [Dodge] to sidestep an attack or double-tap [Dodge] to roll out of the way
- Defend: Hold [Defend] while wielding your Shield or tap [Defend] at the right time while wielding a Two-Handed Weapon to block enemy attacks
Resources
- A Throwable Shield on a short cooldown
- Rage for Abilities. Generated while taking or dealing damage. Diminishes passively.
Abilities [10/10 known]
- [A1] Driving Kick: [Smash, Control] Deals 300 Physical damage. Focus all your strength and determination into one mighty kick. Deals a very high amount of Stagger and very likely disrupts the target. Detonates Weakened. Costs 50 Rage
- [B1] Titan Stomp: [Area, Control] Deals 180 Physical damage. Create a shockwave around you by slamming into the ground. Deals very high Stagger to nearby enemies. Applies Overwhelm. 60s CD
- [B14] Groundbreaker: [Strike, Control] Deals 500 Fire damage. 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 likely to disrupt enemies. Detonates Weakened. Costs 100 Rage
- [C11] Bloody Advance: [Projectile, Duration] Deals 210 Necrotic damage. 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. Applies Sundered. Costs 50 Rage
- [D1] Spectral Bulwark: [Smash, Duration] Deals 240 Necrotic damage. 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. 60s CD
- [D14] Deadly Ground: [Area, Duration] Deals 600 Necrotic damage. 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. Costs 50 Rage
- [E11] Whirlwind: [Area, Smash] Deals 640 Physical damage. Unleash a whirlwind of steel that damages everything it hits and ends with a final massive blow. The final hit also deals increased damage and Stagger. It is also highly likely to disrupt enemies. Costs 100 Rage
- [F1] Fury of the Forge: [Strike, Projectile] Deals 200 Fire damage. Burning steel blades rain down on your enemies. Applies Burning on impact. Costs 50 Rage
- [F14] Cleaving Strike: Deals 300 Physical damage. A large, sweeping strike pushes a damaging wave over the battlefield. Damage dealt increases with distance from the target while applying Bleeding on hit. Costs 100 Rage
- [G11] Grappling Spear: [Projectile, Control] Deals 400 Fire damage. Harpoon your targets with a strong throw and drag them in for a closer encounter. Pulls your target toward you. Press [Light] or [Heavy] to perform a follow-up attack that deals Physical damage with a high chance to disrupt enemies. Applies Overwhelm. 60s CD
Ultimate [1/1 known]
- [A2] Flashing Fists: Deals 1350 Physical damage. Batter your enemies with repeated, powerful blows. Deals damage to a large area 4 times.
Traits [5/9 known]
- [A4] Shield Volley: [Ranged], then [Heavy] on return. Striking a Shield Toss with a Shield attack volleys the shield back at enemies up to 3 times, dealing damage each time.
- [A6] Tumbling Blades: [Dodge], [Dodge], then [Light] or [Heavy]. Use your speed to unleash a powerful attack immediately after performing a Combat Roll.
- [A8] Counterblow: [Light] or [Heavy] after a Perfect Defense. Deflect your enemy’s attack and perform a powerful counterattack.
- [B4] Return to Sender: Tap [Defend] the moment a projectile hits. Send incoming projectiles back at your attacker with Perfect Defense.
- [E14] Rolling Thunder: Hold [Light] or [Heavy], then [Light] or [Heavy]. After Charged attacks, use a Light attack or Heavy attack to follow up with an additional powerful Charged attack.
- [F4] Determined Death: You can now hold down your Final attacks, strengthening their impacts. Releasing with perfect timing adds a powerful effect based on your weapon type.
Passives [24/102 known]
- [A3] Focused Retaliation: Gain Precision after a successful Perfect Defense.
- [A5] Rancor: Rage takes 50% longer to begin to decay.
- [A7] Downfall: [Light] or [Heavy] while airborne. Jump attacks guarantee Critical hits if the target is Knocked Down.
- [B2] Bulwark: Physical Resistance +10%
- [B3] Improved Throw: Shield Toss damage: +10%
- [B11] Masochism: You generate 4 Rage when taking damage.
- [B12] Improved Health: Health +100
- [C1] Eclectic Armorer: While wearing different classifications of Helm and Armor: Shield Toss bounces +2; Ranged attack damage +15%; Weakpoint damage +15%
- [C2] Desolate Malady: Affliction damage +10%
- [C3] Enervation: Damage vs. Barrier +20%
- [C4] Ignition: Gain Flaming Weapons after defeating an enemy with a Weakpoint hit. Flaming Weapons deals +25% damage
- [C15] Carom: Enemies take 100% more damage and Stagger from environmental impacts
- [E1] Medium Armor Mastery: While wearing a Medium Helm and Armor: Final attack damage +20%; Charged attack damage +20%; Agile attack damage +20%; Takedown damage +20%
- [E4] Flames of Victory: Gain Flaming Weapons on a successful Takedown. You generate 25% more Stagger from weapons hits while Flaming Weapons is active
- [E8] Staggering Charge: Stagger from Charged attacks +20%
- [E9] ??: Smash Abilities now inflict 50% additional damage against Armor and 50% more Stagger.
- [E10] ??: Hitting your enemies with an Strike Ability inflicts additional damage equal to 50% of your base weak point damage
- [E16] ??: Final attacks deal critical damage against enemies with Low Health
- [F5] Wrath: Critical damage +10%
- [F6] Dazzle: Hitting multiple enemies with a single Area Ability grants Quickened.
- [F11] Incite Violence: Generate 15% more Rage from weapon attacks. This value is doubled vs. enemies suffering from an Affliction.
- [G1] Heavy Armor Mastery: While wearing a Heavy Helm and Armor: Defense + 20% & You are now less likely to be disrupted when getting hit.
- [G4] Fiery Resolve: Gain Flaming Weapons on Perfect Defense. Flaming Weapons lasts 50% longer.
- [G5] Traumatize: Takedown damage +15%
- [G6] Breathing Room: The scope of Area Abilities is greatly increased
Reaper
Defender of the living and dead, the Mourn Watch Reaper leeches life from enemies, throws shields with precision, and turns their own pain into strength.
Become night’s blade. Steal life and risk death to gain incredible, unnatural abilities.
Ability [1/1 known]
- [X2] Reaper: [Strike, Duration] Deals 380 Necrotic damage. Call forth an ethereal scythe that slashes and slices your enemies. Applies Siphon. Detonates Weakened. Costs 100 Rage
Ultimate [1/1 known]
- [X1] Spirit Storm: Deals 1400 Necrotic damage. Call upon the Mourn Watch’s occult knowledge to unleash a Necrotic storm. A whirlwind moves toward your target, inflicting multiple hits and applying Siphon to enemies.
Traits [2/2 known]
- [X5] Perfect Throw: Hold [Ranged] then release. Release Shield Toss the moment a new Charge level is attained to gain bonus damage and bounces.
- [X11] Death’s Throw: Tap or Hold [Ranged]. Converts Shield Toss to deal Necrotic damage.
Passives [10/10 known]
- [X3] Devastation: Affliction damage +10%. Affliction duration +20%.
- [X4] Death’s Touch: While any Duration Ability is active, your Charged attacks also apply Necrosis to enemies.
- [X6] Shattering Throw: Shield Toss damage +10%. Shield Toss bonuses: +1
- [X7] Spirit of Hunger: Killing an enemy spawns a Necrotic projectile that follows enemies.
- [X8] Let It Linger: Shield Toss bounces now apply an Affliction based on your Shield’s damage type.
- [X9] Death’s Blessing: Necrotic damage +10%
- [X10] Reckless Shot: Projectile Abilities deal 25% more damage but consume 10% health.
- [X12] Invigoration: Leech effectiveness + 20%
- [X13] Living Decay: Your Necrotic damage now has 50% Penetration and restores 2% of your health.
- [X14] Desperation: Gain bonus damage relative to the amount of health your target and you have lost.
Slayer
Reckless in battle, the Lords of Fortune Slayer specializes in two-handed weapons, breaking enemy defenses, and quick movements around the battlefield.
Leap into the fray. Wield massive, punishing weapons while rushing enemies to deal devastating blows.
Ability [1/1 known]
- [Y2] Heroic Leap: [Strike, Smash] Deals 300 Physical damage. Leap forward and deal heavy damage to any nearby enemies. Deals high Stagger and is likely to disrupt enemies. Detonates Weakened. Costs 50 Rage
Ultimate [1/1 known]
- [Y1] For Gold and Glory: Deals 1200 Physical damage. Glory favors the bold. Leap into the fray. Deals very high Stagger to enemies within range.
Traits [2/2 known]
- [Y5] Arc of Destruction: [Sprint] then [Light] or [Heavy] then [Light] or [Heavy]. After a Sprint Attack, use a Light attack or Heavy attack to follow up with an additional Final attack.
- [Y11] Two-Handed Wind-Up: Hold [Light] or [Heavy] (Two Hand). Charged attacks with your Two-Handed Weapon can be charged even further, unlocking a powerful new attack and greatly increasing its effectiveness.
Passives [10/10 known]
- [Y3] Determination: Physical damage +10%
- [Y4] Striking Precision: Hitting an enemy with a Strike Ability grants Precision. The duration of Precision resets if it is already active.
- [Y6] Harder Hits: Weapon damage +10%. Ability damage +10%.
- [Y7] Double-Edged: Bonus Ability damage also applies to Weapon damage at 20% of its value. Bonus Weapon damage also applies to Ability damage at 20% of its value.
- [Y8] Violent Catharsis: Expending Rage heals you for 100% of the Rage spent.
- [Y9] Sharper Edge: Penetration +15%
- [Y10] Charged Smash: Smash Abilities are now Charged attacks. For Whirlwind, this applies only to the final hit.
- [Y12] Decisive Finish: Agile attack damage +10%. Charged attack damage: +10%. Final attack damage +10%.
- [Y13] Furor: Charged attacks generate more Rage relative to Charge level.
- [Y14] Blindside: After a short delay, Charged attacks deal an additional 150 Physical damage.
Champion
The pinnacle of Grey Warden combat prowess. The Champion is a born leader who rallies their allies, turns their fervor into flame, and wields a shield as a deadly weapon.
Be the shield. Shrug off damage while summoning righteous fire down on enemies.
Ability [1/1 known]
- [Z2] Blight Bane: [Area, Projectile] Deals 600 Fire damage. Throw a Warden siege bomb that bursts into a cluster of explosives after a short delay. Launches multiple explosives with each capable of applying Burning to enemies in a small radius. Detonates Weakened. Costs 100 Rage
Ultimate [1/1 known]
- [Z1] Warden’s Fire: Deals 1200 Fire damage. Unleash a barrage of strikes with the burning strength that resides within every Grey Warden. Applies Burning to enemies.
Traits [2/2 known]
- [Z5] Inspiring Guard: Tap [Defend] the moment an enemy strikes. Executing a Perfect Defense now guards against otherwise unblockable attacks. Doing so grants Rally Party.
- [Z11] Reverb: Tap [Defend] the moment an enemy strikes. Trigger a powerful shockwave when executing a Perfect Defense. The shockwave deals 300 Fire damage and applies Burning to enemies.
Passives [10/10 known]
- [Z3] Shield Bearer: Shield damage +10%
- [Z4] Bulkhead: For each equipped Control Ability, you gain 20 Defense.
- [Z7] The Best Defense: gain 50% of your Defense as bonus Shield attack damage.
- [Z6] Battle Cry: Health +10%. Defense +10%.
- [Z8] Aftermath: Unbroken Finale now also deals its damage in a large cone behind the target.The radius is doubled if you have Rally Party. This damage does not count as a Final attack.
- [Z9] Wildfire: Fire damage +10%
- [Z10] Endless Fire: Area Abilities now deal Fire damage. Blight Bane deals additional blasts.
- [Z12] Flare-Up: Maximum Burning stacks: +1
- [Z13] Ring of Fire: Burning is now also applied to enemies around the target.
- [Z14] Enflamed: Burning damage increases by 20% of your current Rage.
Mage
A magic master, the Mage harnesses natural elements and the Fade to destroy enemies with mystic forces.
Skill tree sections: Core [A], Control [B], Shadow Dragon [C], Burst [D], Antivan Crow [E], Sustain [F], Mourn Watch [G]
Specializations: Evoker [X], Spellblade [Y], Death Caller [Z]
Combat Basics
- Weapon Swap: Tap [Swap] to toggle between your two weapon configurations.
- Charged Attack: Hold [Light], [Heavy], or [Ranged].
- Arcane Marks: Hitting enemies with your Orb 3 times adds an Arcane Bomb. Hitting an enemy with [Heavy] consumed an Arcane Bomb, dealing massive damage.
- Sprint Attack: Tap [Sprint] while moving and then tap [Light] or [Heavy]
- Jump Attack: While airborne, tap [Light] or [Heavy]. Hold [Ranged] to slowly drop while channeling
- Dodge: Tap [Dodge] to sidestep an attack or double-tap [Dodge] to Fade-step quickly out of the way
- Defend: Hold [Defend] while wielding your Staff or tap [Defend] at the right time while wielding your Orb and Dagger to block enemy attacks
[Editor’s note: Blocking with the staff costs mana each hit and the block breaks if you run out]
Resources
- 3 levels of Staff Energy to empower Staff attacks
- Mana for Abilities as well as for empowering the Staff and blocking. Gained by attacking and regenerates passively but this regeneration is paused briefly after spending it or taking damage
Abilities [10/10 known]
- [A1] Arcane Shot: [Projectile, Blast] Deals 300 Fire damage. Conjure fiery arcane bolts that rip into your enemies. Launch up to 5 projectiles toward your target and any enemy unlucky enough to be nearby. Applies Burning. Costs 100 Mana
- [B1] Frost Nova: [Area, Control] Deals 30 Cold damage. Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. 60s CD
- [B14] Ice Blast: [Control, Blast] Deals 200 Cold damage. 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. Applies Weakened. Costs 100 Mana
- [C11] Dark Squall: [Projectile, Control] Deals 110 Cold damage. Harness elemental chaos, projecting a burst of entropic energy to knock your targets back. Applies Chilled on impact. Detonates Sundered. 60s CD
- [D1] Chain Lightning: [Strike, Projectile] Deals 90 Electricity damage. Charge the air and fire a bolt of lightning that splits to hit multiple targets in a chain reaction. The bolt bounces up to 3 times, dealing damage to each enemy hit and rendering them Shocked. Applies Overwhelm. Costs 100 Mana
- [D14] Tempest: [Strike, Duration] Deals 90 Electricity damage. 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 cough by the blast, rendering them Shocked. Costs 100 Mana
- [E11] Storm Surge: [Area, Strike] Deals 215 Electricity damage. Leap backward, stirring up a storm of elemental energy in your wake. Deals damage to all nearby enemies. Applies Overwhelm. 60s CD
- [F1] Wall of Fire: [Duration, Control] Deals 50 Fire damage. Summon a flaming barrier, burning enemies foolish enough to cross it. Enemies incur damage and Burning each second they remain inside the wall. 60s CD
- [F14] Meteor: [Area, Blast] Deals 250 Fire damage. Call down an elemental meteor that crushes and burns enemies in its way. Deals damage in an area around your target and applies Burning. Detonates Sundered. Costs 100 Mana
- [G11] Corrupted Ground: [Area Duration] Deals 135 Necrotic damage. Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura. Deals minor damage and applies Necrosis each second enemies are exposed to the corruption. Applies Weakened. Costs 100 Mana
Ultimate [1/1 known]
- [A2] Destructive Light: Deals 1600 Fire damage. Summon a concentrated beam of primal elemental energy. Deals damage each second to all enemies caught in the beam while applying Burning
Traits [8/9 known]
- [A4] Mind Blast: Hold [Defend], then tap [Heavy]. While Defending, consume 50 mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped staff
- [A6] Fade Strike: [Dodge], [Dodge], then [Light] or [Heavy]. Use your speed to unleash a powerful attack with any weapon after using Fade Step. Also unlocks an additional follow-up attack while sprinting by pressing [Light], [Light] or [Heavy], [Heavy]
- [A8] Mortal Concentration: Hold [Ranged]. Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds
- [B4] Fade Reflex: [Dodge] (just before impact). Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally.
- [C14] Bolt Volley: Tap [Light] when Bolt is fired from a [Light]. Following a [Light], tap [Light] again as the Bolt is shot from your Staff to spawn an additional Bolt with the same properties.
- [E14] Spirit Blade: [Light], [Light], [Light], [Heavy]. 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 Obr and Dagger
- [F4] Return Fire: [Block] then [Light] or [Heavy]. Use a Light or Heavy attack after a Perfect Defense to perform a counterattack.
- [G14] Channeled Thoughts: Hold [Block], then [Light]. Focus your mind to generate up to 50 Mana per second on command.
Passives [54/102 known]
- [A3] Charging Spirit: Staff Energy generates passively when you are not in combat.
- [A5] Quick Recovery: Mana regeneration restarts 25% faster when paused by spending Mana or taking damage
- [A7] Downfall: [Light] or [Heavy] while airborne: Jump attacks guarantee Critical hits if the target is Knocked Down
- [B2] Bulwark: Physical Resistance +10%
- [B3] Frostbite: Damage vs. Frozen: +15%
- [B5] Necessary Steps: Primer duration +20%
- [B6] Shattering Control: Control Abilities deal 75% more damage vs. Armor
- [B7] Breathing Room: The radius of Area Ability effect is increased by 50%
- [B8] Providence: Advantage duration +20%
- [B9] Zone of Destruction: Hitting 3 or more enemies with an Area Ability grants Enhanced Damage
- [B10] Ethereal: Control Abilities grant Deflect after you deal a Critical hit
- [B11] Clarity in Suffering: Whenever you take damage, you regenerate 5 Mana
- [B12] Ice Storm: Cold damage + 10%
- [B13] Traumatize: Takedown damage +15%
- [B17] Absorb: Whenever you Defend against an attack, Staff Energy is charged by 25%
- [B18] Greater Authority: Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana.
- [B20] Block Mastery: Block Mana cost -30%
- [B21] Frost Shield: Enemies who inflict damage on you are Chilled.
- [B22] Mana Infusion: Performing a Takedown grants 50 Mana and 33% Staff Energy.
- [C10] Keen Insight: Control Abilities deal an additional 150% damage in a 6 meter radius when activated. The damage type matches the Ability type
- [C15] Elemental Catalyst: Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons.
- [C16] Prism of Resistance: You gain 10% Resistance to the damage type of each mapped Ability
- [D7] Catalyst: Defeating an enemy with a Projectile Ability grants Rally Party
- [D9] Vile Projectiles: Projectile Abilities now deal Critical damage to enemies suffering from Necrosis.
- [D18] Conductor: Strike Abilities deal 10% more damage to an enemy for each stack of Shocked.
- [D21] Energy Burst: Abilities that deal Fire or Electric damage increase the other type’s damage by 15% for 10 seconds.
- [E1] Medium Armor Mastery: While wearing a Medium Vitaar/Helmet and Armor: Critical damage +20%; Final damage +20%; Charged attack damage +20%; Agile attack damage +20%
- [E2] Bulwark: Physical Resistance +10%
- [E3] Deterioration: Penetration +15%
- [E4] Imbued Reaction: Perfect Defense grants Shocking Weapons. Shocking Weapons deals 25% more damage
- [E5] Staggering Charge: Stagger from Charged attacks +20%
- [E8] Underestimated: Light attack damage vs. health +10%
- [E9] Pressure Point: Landing a Critical hit with Strike Abilities grants Quickened
- [E10] Baleful Blast: Blast Abilities deal Critical hits to enemies with Low Health
- [E12] Shellbreaker: Damage vs. Armor +20%
- [F3] Prolong: Affliction duration +20%
- [F8] Providence: Advantage duration +20%
- [F9] Tear Down: Hitting an enemy with a Duration Ability permanently reduces their Defense by 5
- [F10] Resistant Blasts: Defeating an enemy with a Blast Ability grants Resistant
- [F11] Inner Focus: Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction
- [F18] Deadly Providence: Defeating an enemy using a Duration Ability grants Precision
- [F21] Degrade: Deal 5% bonus damage for each unique Primer and Affliction on your target
- [F17] Flames of Inspiration: Defeating a Burning enemy grants Rally Party
- [F22] Further Torment: Deals 20% more bonus Stagger to enemies with an Affliction
- [G1] Eclectic Armorer: While wearing different classifications of Helm and Armor: Mana regeneration +20%; Ranged attack Mana cost -20%; Weakpoint damage +15%
- [G2] Concentration: Ranged attack damage +15%
- [G3] Death’s Blessing: Necrotic damage +10%
- [G10] Collateral Damage: Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit
- [G15] Deathfrost: Abilities that deal Necrotic or Cold damages increase theo other type’s damage by 15% for 6 seconds.
- [G4] Imbued Duration: Executing a Detonation on an enemy grants Shocking Weapons. The duration Shocking Weapons is extended by 50%
- [G5] Necessary Steps: Primer duration +20%
- [G6] Breathing Room: The radius of Area Ability effect is increased by 50%
- [G7] Time Management: Effects of Duration Abilities are increased by 50%
- [G9] Zone of Concentration: After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana
Evoker
Trained on Minrathous streets, the Shadow Dragon Evoker uses ice to control the battlefield and delivers powerful magical attacks to take down enemies.
Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart.
Ability [1/1 known]
- [X2] Entropic Sphere: [Area, Projectile] Deals 50 Cold damage. Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast. Applies Weakened. Costs 100 Mana
Ultimate [1/1 known]
- [X1] Vortex of Shadow: Deals 1000 Cold damage. Concentrate entropic energy on a single point until it reaches critical levels, creating a vortex. The vortex appears in front of you, dealing damage each second while pulling nearby enemies toward its center.
Traits [2/2 known]
- [X5] Onslaught: Tap [Light], [Light], then hold [Light]. Hold [Light] at the end of a Light attack Chain and release at the moment it fires to unleash an additional barrage of projectiles.
- [X11] Knight of Staves: [Light], [Light], [Heavy] (Staves). Perform a Heavy attack after two Light attacks to unleash a heavy bolt at your target. The damage and radius increases based on your current Staff charge level.
Passives [10/10 known]
- [X3] Ice Storm: Cold damage +10%
- [X4] Two Fires: After using a Projectile Ability, your Staff attacks fire an additional bolt at your targets for the next 6 seconds.
- [X7] Quickened Strikes: Final Staff attacks reduce the cooldown of your Abilities
- [X6] Staff Mastery: Staff Light attack damage +25%. Maximum Staff Energy charges: +1
- [X8] Withering Charges: Light Staff attacks reduce an enemy’s Resistance to your Staff’s damage type by 5% for 10 seconds.
- [X9] Heavy Weaponry: Heavy attack damage +10%
- [X10] Controlled Infusion: Using a Control Ability generates 35% of your Staff Energy.
- [X12] Cryomancy: Damage vs. Frozen targets +15%. Frozen duration +1 second.
- [X13] Ice Shatter: Charged attacks are Critical against Frozen enemies. A successful attack removes Frozen.
- [X14] Bonechiller: When you have Low Health, Frozen is applied to all nearby enemies. This can happen only once every 120 seconds.
Spellblade
Weaving magic and melee together, the Crow Spellblade wields both dagger and orb to serve death to their foes.
Be the storm. Channel potent spells for close-quarters combat infused with lightning’s wrath.
Ability [1/1 known]
- [Y2] Void Blade: [Strike, Blast] Deals 300 Electricity damage. Harness the agility of the Antivan Crows, dashing forward in a flash of dark energy before landing a deadly slash that explodes a moment later. Deals damage twice. Detonates Sundered. Costs 100 Mana
Ultimate [1/1 known]
- [Y1] Thunderous End: Deals 1000 Electricity damage. Conjure a deadly avatar of the storm to seek vengeance on your enemies. Deals heavy damage and applies 2 stacks of Shacked to enemies within a large radius.
Traits [2/2 known]
- [Y5] Veil Flurry: Tap [Light], [Light], [Light], [Light], then hold [Light]. Hold [Light] at the end of Light Attack Chain and release at the right moment to unleash your Orb in a circle around you.
- [Y11] Spirit of Vengeance: You can now throw your Spirit Blade a second time by pressing [Heavy] when it returns to you. Requires Orb and Dagger.
Passives [10/10 known]
- [Y3] Deterioration: Penetration +15%
- [Y4] Arcane Strike: Strike Abilities now hit with an Arcane Bomb
- [Y6] Antivan Kiss: Maximum Shocked stacks: +1. Maximum Burning stacks: +1.
- [Y7] Electrical Burns: Applying Burning also applies Shocked. Applying Shocked also applies Burning .
- [Y8] Shocking Tactician: Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them.
- [Y9] Finale: Final attack damage +10%
- [Y10] Blast Efficiency: Blast Abilities cost 50 less Mana.
- [Y12] Demolisher: Maximum Arcane Bomb stacks: +1
- [Y13] Conductivity: Defeating an enemy with one or more Arcane Bombs still active causes the effect to jump to the nearest enemy within 10 meters.
- [Y14] Orbital Burst: When triggering an Arcane Bomb, deal 100% of the damage in a 6 meter radius. Also deals significant Stagger to targets.
Death Caller
With knowledge from the Necropolis, the Mourn Watch Death Caller uses forces of life and death to drain their enemies and power spells with their own life force.
Embrace the dark. Drain life from enemies and cast spells that writhe with the essence of death itself.
Ability [1/1 known]
- [Z2] Spirit Bomb: [Duration, Blast] Deals 400 Necrotic damage. Drain the life out of enemies, then throw it back at them in an explosion of necrotic energy. Applies Siphoned and deals damage each second you are connected to a target, before a final blast deals bonus damage that intensifies the longer the target is exposed to it. Detonates Sundered. Costs 100 Mana
Ultimate [1/1 known]
- [Z1] The Crypt’s Herald: Deals 1215 Necrotic damage. Be like death, drawing in the power of the Fade and surrounding yourself with a necrotic storm. Slowly absorbs life from all nearby enemies before ending in a punishing burst, causing massive damage.
Traits [2/2 known]
- [Z5] Soulburn: Hold [Ranged], then tap [Heavy]. Expend 50 Mana to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets.
- [Z11] Death Surge: Hold [Ranged] + [Light]. Overcharges your Ranged attack, spending 200% of the usual Mana to deal 200% damage.
Passives [10/10 known]
- [Z3] Death’s Blessing: Necrotic damage +10%
- [Z4] Restless Spirits: Defeating an enemy under the effects of Duration Abilities spawns a Necrotic bolt from the corpse that seeks out a nearby enemy.
- [Z6] Vitality: Health +100. Health leech effects: +50%
- [Z7] Mortalitasi: Actions that consume Mana now consume health when Mana is depleted.
- [Z8] Desperation: Gain bonus damage relative to the amount of health your target and you have lost.
- [Z9] Concentration: ranges attack damage +15%
- [Z10] Death and Decay: Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated.
- [Z12] Fade Conduit: Maximum Mana +50
- [Z13] Overdraw: Abilities cost an additional 50 Mana but gain 50% Penetration.
- [Z14] Invigorating Beam: Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health.
Ability Enchantments
Abilities can be enchanted with additional effects at the Caretaker. New Enchantments unlock as the Caretaker ranks up.
Applying them appears to be free.
- +25% Ability Critical Damage
- +25% Ability Stagger
- +50% Ability Armor Damage
- +50% Ability Barrier Damage
Companion Abilities
Companions start with all 5 of their active Abilities already unlocked once you fully recruit them.
You earn additional skill points by deepening your relationship with them, not via level ups. Each increase in relationship rank grants 2 skill points.
Each Companion Ability has multiple upgrade options in the skill tree. These upgrade paths are mostly linear but also feature two pairs of mutually exclusive enhancements per ability.
Companion Abilities function purely on a cooldown basis, not using any resource. Using a Companion Ability will apply its cooldown to all of that Companion’s Abilities.
All Companions also have the Attack My Target ability which orders them to focus on a certain enemy. This Ability can be enhanced by items.
Story choices can impact your Companion’s Abilities.
While it hasn’t been officially confirmed, Companions seem to be immortal in combat.
They do get attacked occasionally and can be crowd-controlled. However, there is no health bar for them on the UI, their Abilities and items don’t provide defensive stats, and all heal abilities only target Rook. Combined with the inability to directly control them, all things point towards them being unkillable in battles.
Each Companion also has a non-combat Passive ability which aids in exploration. Rook can call upon Companions to use these even when they’re not in the active party.
(Damage for companion abilities, where listed, is an estimate for its level 1 value with no gear or other bonuses. I may be wrong on those.)
Bellara
- Enfeebling Shot: Deals 180 Electricity damage. Bellara fires a magic-infused shot from her bow, dousing her target in Fade magic. Deals high Stagger. Applies Weakened. 36s CD
- Upg1 Barrier Buster: Damage vs. Barrier +50%
- Fade Bolts: Deals 300 Electricity damage. Bellara channels the energy of the Fade through her gauntlet to unleash a volley of magic projectiles. Applies Shocked on hit. Detonates Sundered. 48s CD
- Upg1 Painstaker: Critical damage +25%
- Galvanized Tear: Deals 200 Electricity damage. Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close. 36s CD.
- Upg1 Veil Master: Cooldown duration -20%
- Upg2 Electrocution: Stagger +50%
- Replenish: Heals 400 health. Veil Jumpers never know what the Fade might throw at them. Bellara throws you a magical lifeline, instantly restoring your health. 36s CD
- Upg1 Run It Back: Cooldown duration -20%. This also applies Contingency
- Upg2: Contingency: When you have Low Health, Replenish automatically triggers if it is not on cooldown. Does not apply cooldown
- Time Slow: An Arlathan relic enables Bellara to conjure concentrated time anomalies on the battlefield. While active, these anomalies reduce the movement of enemies and companions but allow you to continue moving and attacking at normal speed. 48s CD
- Upg1 Seize the Moment: While this effect is active, you deal 25% more damage
Non-combat Passive:
- Arlathian Tinkerer: Bellara is an expert artificer who can unbind magical wards and repair devices of ancient elven origin.
Davrin
- Assan Strike: Deals 300 Fire damage. Call in Assan to attack from the skies above. Deals bonus Armor damage and Knocks Down enemies. 24s CD
- Upg2 For Good Measure: Assan now strikes 1 additional time, dealing 50% of the base damage as Physical damage.
- Alt2A Razor Talons: The initial impact now applies Bleeding to the target.
- Alt2B Scorch: The initial impact now applies Burning to the target.
- Upg3 Ambush: Damage vs. Armor +50%
- Upg4 Second Wind: Cooldown duration: -20%
- Battle Cry: Davrin lets out a formidable shout, drawing the attention of enemies attacking the party. Taunts enemies in the area, forcing them to attack Davrin for a short time. Does not affect some of the strongest boss enemies. 36s CD
- Death from Above: Deals 180 Fire damage. Davrin calls Assan to strike a target from above. Deals high Stagger. Detonates Weakened. 48s CD
- Upg1 Staggering Talons: Stagger +100%
- Upg2 Slow Combustion: On Detonation, deal an additional 100% Stagger
- Upg3 Bird of Prey: Cooldown duration -20%
- Alt4A Positive Reinforcement: On Detonation, you gain Rally Party
- Alt4B Assan’s Fire: On impact, deals 50% of the damage done to the target to all enemies within 6 meters
- Heroic Strike: Deals 200 Fire damage. A quick and decisive strike imbued with the righteous fire of Grey Wardens. Deals high Stagger. Applies Overwhelm. 28s CD
- Upg2 Overwhelming Strength: Stagger +50%
- Alt4A Blood and Fire: ??
- Alt4B Critical Power: On a Critical hit, you gain Enhanced Damage
- In War, Victory: Davrin’s heroic actions inspire, filling you with the power and endurance of a steadfast Warden. Grants Invulnerable for a short period. 36s CD
- Upg1 Do Not Yield: Duration +2 seconds
Emmrich
- Entangling Spirits: Deals 120 Necrotic damage. Emmrich summons spirits to entangle and hinder your enemies. Deals high Stagger. Applies Weakened. 36s CD
- Upg3 Relentless: Cooldown duration -20%
- Upg4 Unfinished Business: During combat, Entangling Spirits may trigger automatically. This has its own independent cooldown that cannot occur more than once every 60 seconds
- Final Rites: Deals 250 Necrotic damage. Emmrich summons an envoy of the dead who explodes in a blast of necrotic energy. Detonates Sundered. 48s CD
- Alt4A Night Terrors: Damage from a second hit increases by 25%
Alt4B Staggering Power: Stagger +100%
- Replenish: Heals 400 health. A wise Mourn Watcher prepares for all manner of danger; no one should pass before their time. Emmrich casts a healing spell, instantly restoring your health. 36s CD
- The Bell Tolls: Deals 175 Necrotic damage. Emmrich casts a death curse that, after a short delay, causes an enemy to explode with necrotic energy. Applies Quietus to targets, dealing increased damage. 36s CD
- Time Slow: A tricky technique that grips the essence of any creature living or dead, causing time to slow to a crawl. While active, enemies and companions move more slowly, while you continue moving and attacking at normal speed. 48s CD
Harding
- Adrenaline Rush: Harding gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage. 24s CD
- Upg1 A Few Words: When activated, you gain 20% Ultimate. This bonus applies only during combat.
- Heavy Draw: Deals 250 Physical damage. Heading draws her bowstring back as far as it will go, unleashing a devastating shot. Deals high Stagger. Detonates Overwhelmed. 48s CD
- Seismic Shot: Deals 350 Physical damage. Harding lets loose a powerful bow shot, creating a midair shockwave that concusses enemies caught in the blast. Deals very high Stagger and is likely to disrupt enemies. 24s CD
- Shred: Deals 150 Physical damage. Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger. Applies Sundered. 36s CD
- Soothing Potion: Grants Rejuvenation to heal for 600. An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation. 48s CD
- Upg1 Greater Comfort: Duration +25%
Lucanis
- Abominate: Deals 180 Necrotic damage. Lucanis sweeps the area with demonic strength. Deals high Barrier damage and applied Knocked Down to enemies in the area. 24s CD
- Adrenaline Rush: Lucanis gives a rousing shout, motivating you to act with renewed determination. Grants Enhanced Damage. 24s CD
- Debilitate: Deals 200 Necrotic damage. Lucanis opens up his enemies with a debilitating strike. Deals high Stagger. Applies Sundered. 36s CD
- Eviscerate: Deals 300 Necrotic damage. Lucanis deals a decisive blow, targeting an enemy’s weakest point. At half health or less, this deals bonus damage, increasing in effectiveness the closer the target is to death. Detonates Overwhelmed. 48s CD
- Soothing Potion: Grants Rejuvenation to heal for 600. A Talon is ready for anything and never without a potent concoction on hand. Lucanis tosses a restorative tincture to you, granting Rejuvenation. 48s CD
Neve
- Blizzard: Deals 50 Cold damage. Neve summons a swirling vortex of ice to thrash and hamper her enemies. Deals damage each second to all enemies in the area of effect. 36s CD
- Glacial Pace: Deals 180 Cold damage. Neve concentrates her ice magic into a single bolt, stopping enemies in their tracks. Applies Chilled on hit. Applies Weakened. 36s CD
- Upg3 ??: During combat, Glacial Pace may trigger automatically. This has its own independent cooldown that cannot occur more than once every 60 seconds [unconfirmed]
- Icebreaker: Deals 300 Cold damage. Neve conjures shards of ice to launch at her enemies. Fires 6 projectiles at targets that explode after a short delay. Detonates Sundered. 48s CD.
- Replenish: Heals 400 health. The streets of Menrathous and well beyond require an abundance of caution. Neve always comes prepared, ready to instantly restore your health. 36s CD
- Time Slow: Neve uses her talents as a frost mage to slow the world around you. Slows enemies and companions, but you continue moving and attacking at normal speed. 48s CD
- Alt2A Chrono Control: Companions can use Abilities during Time Slow, and active cooldowns are reduced by 25%
Taash
- Dragonfire Strike: Deals 300 Fire damage. Taash lands a fiery overhead strike that leaves enemies concussed, confused, and burning. Applies Burning on hit. Detonates Weakened. 48s CD
- Upg1 Sear: Damage vs. health +20%
- Upg2 Heatwave: Damage vs. Burning +25%
- Upg3 Firestorm: The shockwave on impact deals an additional 200 Fire damage to enemies within 5 meters
- Alt3A Focus Fire: The shockwave on impact has a reduced radius but adds 2 stacks of Burning to enemies hit
- Alt4A Bring the Hurt: Detonation damage +50%
- Alt5A Explosive Timing: Detonations caused by this Ability apply Burning
- Alt3B Stoke the Flames: Taash’s off-hand attack deals 50% additional Physical damage on top of the damage dealt by the initial strike.
- Dragon’s Roar: Taash roars with draconic fury, drawing enemy attention. Taunts enemies in the area, forcing them to briefly focus their attacks on Taash. Does not affect some of the strongest boss enemies. 36s CD
- Upg4A Insult To Injury: ??
- Upg4B Look Out Below: On hit, you gain Deflect
- Fire Breath: Deals 100 Fire damage. Taash breathes out flames, igniting enemies with draconic fury. Deals damage and applies Burning to all enemies. 36s CD
- Fortune’s Favor: Taash’s luck and Lord of Fortune training all but ensure that you will get out of this battle alive. Grants Invulnerable. 36s CD
- Upg1 Precise Immunity: When activated, you also gain Precision
- Spitfire: Deals 200 Fire damage. Taash spits a searing burst of flame that takes the fight out of the foe. Deals high Stagger. Applies Overwhelm. 36s CD
- Upg2 Flame Splash: On hit, applies Burning Burning.
- Upg3 Spreading Weakness: During combat, Spitfire may trigger automatically. This has its own independent cooldown that cannot occur more than once every 60 seconds.
Equipment
Equipment can be found in chests or bought from vendors.
Finding a duplicate of an item you already have increases the rarity of the possessed item, unlocking additional effects, and upgrades it to the current Caretaker level.
An item’s effects typically unlock one rarity level at a time, meaning common rarity (white) items often have no effects, uncommon (green) ones have one, rare (blue) ones have two, epic (purple) ones have three, and legendary (orange) ones have four.
This is not a hard rule, however, and plenty of exceptions were shown.
Increased rarity also improves items’ stats, though usually not the effects’ power.
There are also Unique (red) items which do not get rarity upgrades. These were not allowed to be shown by content creators.
Any item that is found or bought will be at the Caretaker’s Workshop rank which determines their basic stats. Items can be upgraded up to the Caretaker’s current rank at the Workshop. This upgrade level is indicated by a +1, +2, … next to the item name. Upgrading items costs various materials.
Regular shops require an investment of Gold, materials, and (if they belong to a faction) a certain reputation with the corresponding faction to increase their rank and thereby inventory.
Some story choices might lock you out of the standard way to acquire certain pieces of gear but there is always an alternative way.
Each companion has 4 entirely exclusive gear slots. They can not equip rings etc. either.
You will not find gear for classes other than your Rook unless it’s companion gear.
Rogue Weapons
Rogues can equip two blades as well as a ranged weapon.
Damage is Physical unless otherwise indicated.
One-handed Weapon
- Antivan Rapier (Necrotic damage)
+15% Necrotic Resistance
+15% Necrotic damage
Critical hits apply Necrosis if not already applied
Whenever Necrosis is applied to a target, instead of an affliction deal 100 Necrotic damage in an area around them - Barbed Longsword
+25% Stagger
?? - Bloodletter’s Twinblade
+30% Charged attack damage
Apply Bleeding on Charged attacks while at maximum Momentum
+50% increased Momentum generation and Stagger vs. Bleeding enemies
When Bleeding enemies attack, you do not lose Momentum or Adrenaline - Cold Steel (Cold damage)
+15% Cold Resistance
Your bonus Necrotic damage is added to this weapon
Charged attacks apply Chilled
Necrosis also applies Frozen to Chilled enemies - Dark Shard
+15% Heavy attack damage
+25% damage vs. Armor
Gain Enhanced Damage when breaking an enemy’s Armor
Enhanced Damage now also grants +50% damage vs. Armor and Barrier - Duelist’s Blade
Deal +40 added Necrotic damage
Apply Necrosis when you hit with the Riposte trait
When Necrosis expires, deal Physical damage to the target
+10% Necrotic damage per Necrosis stack - Enchanted Longblade
+20% Final attack damage
Gain Necrotic Weapons on kills with Final attacks
While Necrotic Weapons is active, Final attacks apply Necrosis
Melee attack leech life from enemies suffering from Necrosis while Necrotic Weapons is active - Focal Blade
?? - Golden Grassblade
+30 Defense
Reduce incoming damage by 5% for every missing Arrow, up to 25%
Weapon attacks gain +10% of your Defense as bonus damage
Gain +20 Defense per active Advantage - Keen With A Twist
+20% Agile attack damage
Agile attacks apply Bleeding on impact if not already applies
+10% Critical damage for each nearby Bleeding enemy
Critical bonus is also added to all Bleeding damage - Proving Steel
+20% Charged attack damage
Gain Immovable on every third Charged attack
Generate +20% Momentum while you have Immovable
While you have Immovable, you no longer lose Momentum when hit - Rusty Sword
No effects - Seafarer’s Cutlass
+25% Rally Party duration
Gain Rally Parts on Perfect Defense - Serviceable Rapier
No effects - Storm Needle
+20% Penetration.
Critical vs. enemies with High Health
Melee Critical hits ignore Defense
Melee Critical hits deal 30% of the damage in an area around the target - Weisshaupt’s Wail
+15% Light attack damage
+20% Light Final attack damage
Gain Rally party for every third Final attack you land
Companion cooldowns are reduced by 15% while Rally Party is active
Bow
- Azure Bow
+25% Hipfire damage
+4 maximum Arrows
This Bow does not lose accuracy
+4%% Bow damage per maximum Arrows capacity - Battered Bow
No effects. - Cryptwood Bow
Deal +40 added Necrotic damage
+20% damage vs. enemies suffering from Necrosis
Weakpoint hits apply Necrosis
Necrosis stacks now increase in potency by an additional 20% per stack - Dauntless Greatbow
Deal +40 added Electricity damage.
+15% Electric damage - Dragon’s War Bow (Fire Damage)
+15% Fire Resistance
Bonus Electric damage applies to weapon damage
Weakpoint hits vs. Shocked enemies apply Burning
Burning reduces the target’s Electric Resistance and Fire Resistance by 10% per stack - Glory Hunter’s Bow
+20% Charged attack damage
20% damage vs. enemies 20 or more meters away
Weakpoint hits at 20 or more meters away deal 50% of your Critical damage as additional Weakpoint damage
Ranged companions deal +100% weapon damage - Reinforced Longbow
+15% Weakpoint damage
+30% Charged attack damage
Weakpoint hits ignore Defense
Each Weakpoint you hit increases Weakpoint damage by 25% up to 200% (resets when combat ends) - Trueflight Bow
+25% damage vs. Armor
Ranged attacks with this weapon deal bonus damage to Armor instead of Barrier
Gain Enhanced Damage when breaking an enemy’s Armor
This weapon completely ignores enemy Defense, and your Penetration is applied as bonus damage. - Veil’s Edge
+50% Arrow regeneration.
Gain Precision on every third Weakpoint hit
+10% Precision effectiveness
Critical hits from Precision also Knock Back enemies on hit
Warrior Weapons
Warriors can equip a one-handed weapon and a shield as well as a two-handed weapon.
Damage is Physical unless otherwise indicated.
One-handed Weapon
- Dark Shard (Necrotic damage)
+15% Necrotic Resistance
+15% Necrotic damage
Critical hits apply Necrosis if not already applied
Whenever Necrosis is applied to a target, instead of an affliction, deal 100 Necrotic damage in an area around them. - Executioner’s Blade
+30% Charged attack damage
+25% Stagger dealt by Charged attacks
Charged attacks deal Critical damage vs. Overwhelmed enemies
Charged attacks deal bonus damage relative to the enemy’s Stagger - Guard’s Broadaxe
20% damage while at Low Health
Final attacks are Critical if you have no Potions
Gain a Potion on defeating an anime if you have none
Critical hits leech 10% of damage dealt - Proving Steel
+20% Agile attack damage
Agile attacks apply Bleeding if not already applied
+25% Bleeding damage
All Bleeding damage ignores Defense - Raider’s Cleaver
+15% damage vs. health
Final attacks apply Bleeding if not already applied
10% Critical damage added for every Bleeding enemy near you
Your Critical damage bonus is also applied to all Bleeding damage - Recruit’s Sword
No effects - Spellbound Longsword
Deal +40 added Fire damage
Gain Flaming Weapons on kills with this weapon
Half of your Fire Resistance is added as damage to your Flaming Weapons
Apply Burning on Charge attacks while Flaming Weapons is active - Twin-Edged Pick
+20% Penetration
Final attacks are Critical vs. enemies with High Health
Critical hits reapply penetrated damage again
Critical hits cascade damage to other nearby enemies - Veil’s Bough (Electric damage)
+15% Electric Resistance
Fire bonus also affects this weapon’s base damage
Charged attacks apply Shocked
Final attacks against Shocked targets cause lightning to chain to nearby enemies - Woodsong Cleaver
+15% Rage generation
+100% Rage generated from taking damage
Barrier and Armor damage is increased by 1% for every 2 Rage
Regenerate Rage over time while in combat
Shield
- Captain’s Heater
+30 Defense
+100 Health
+10% Resistances
Weapon damage is increased by 15% of the sum of all your Resistances. - Encrusted Whorl
+20% Agile attack damage
Agile attacks have an increased chance to disrupt enemies
Agile attacks are Critical vs. enemies with high Health
Agile attacks gain damage each second while Sprinting, up to +50% - Necropolis Defender
Deal +40 added Necrotic damage
+1 Shield Toss bounces
Shield Toss Charged to maximum applies Necrosis to the first target hit
When Shield Toss hits a target, any nearby enemies suffering from Necrosis take additional damage - Sentinel’s Glory
+15% Physical Resistance
Deal 250 Stagger to your target on Perfect Defense
Deal 250 Stagger around you on Perfect Defense
Staggering an enemy nullifies their Defense for the duration - Skirmisher’s Round
+15% Ranged attack damage
+15% Weakpoint damage
+20% Stagger on Weakpoint hits
Shield Toss damage increases with each bounce - Worn Buckler
No effects
Two-handed Weapon
- Elven Rockbreaker
+15% Rage generation
+8 Rage on kill
Gain Enhanced Damage when expending Rage 3 times in a short duration
Maximum Rage increased by 50 - Fade-Touched War Axe
+15% damage vs. health
Gain Precision on kills with this weapon - Woodworker’s Mallet
no effects
Mage Weapons
Mages can equip a Dagger and Orb as well as a two-handed Staff.
Damage is Physical unless otherwise indicated.
Dagger
- Enchanted Athame
+50 maximum Mana
Gain +2 Mana on hit with this weapon
Deal 10% more damage for every 50 Mana that you are missing
Abilities now cost +50 Mana and deal +50% bonus damage - Encircled Blade
no effects - Split-Hilt Dirk
+20% Heavy attack damage
+30% damage with Final Heavy attacks - Thorn of Misfortune
+20% Critical damage.
Triggering an Arcane Bomb now deals Critical damage
Critical hits with this weapon now apply an Affliction based on the damage type of your Orb
Creating an Arcane Bomb requires 1 fewer Arcane Mark - Twist of the Veil
+25% damage vs. Armor
+30% Charged attack damage
Orb
- Firebrand (Fire damage)
+20% damage vs. enemies with Low Health
Gain Precision on kill with this weapon
Precision also increases Fire damage by 25%
Precision is now triggered by any Fire Ability - Frozen Focus (Cold damage)
no effects - Thunderclap (Electric damage)
?? - Urthemiel’s Ash (Fire damage)
+25% Burning duration
Burning enemies deal -25% damage for the duration
+1 Maximum Burning stacks
+20% Burning damage per stack - Veilsong (Necrotic damage)
+25% Stagger
The weapon deals bonus damage equal to 20% of the enemy’s Stagger
Enemies hit with this weapon take twice as long to regenerate their Stagger
Gain health on Takedown
Staff
- Acolyte’s Staff (Necrotic damage)
no effects - Flamebranch (Fire damage)
+15% Mana generation
Hitting a Burning enemy with this weapon generates +2 Mana
+50 maximum Mana
Deal 25% bonus Fire Ability damage for every 50 Mana spent - Shadowbreath
+25% Ranged attack damage
+15% Weakpoint damage
-20% ranged Mana cost
Ranged attack damage increased by up to 100% based on missing Mana - Shockbranch (Electric damage)
+20% Final attack damage.
Deal +40 added Electricity damage. - Veilseeker
+20% Light attack damage
Final attacks with this weapon fire an additional projectile
Armor
Armor and Helmets always give +Defense and +% Ability Damage.
Light Armor
- Jumper’s Deft Leathers (Rogue)
+50% Arrow regeneration
+15% Weakpoint damage - Jumper’s Deft Leathers (Mage)
+50 maximum Mana
+15% Mana generation - Orchestrator’s Long Coat
+15% damage vs. health
+15% Light attack damage
+25% Final attack damage
Defeating an enemy deals 150 Physical damage to nearby enemies - Quickstart Leathers
+25% damage vs. Barrier
+15% Ranged attack damage
+25% Ranged attack damage vs. Barrier
Breaking an enemy’s Barrier deals 300 Necrotic damage to nearby enemies - Recruit’s Simple Tunic
+25% damage vs. Armor
+15% Heavy attack damage
+20% damage with Charged Heavy attacks
Breaking an enemy’s Armor deals 500 Physical damage to nearby enemies - Striking Misfortune
+15% Necrotic damage
+25% Necrotic Resistance
Using a Necrotic Ability cleanses all Afflictions
Gain Immovable (if not already granted) when you take Necrotic damage - Wanderer’s Long Coat
+15% Electric damage
+25% Electric Resistance
Using an Electric Ability cleanses all Afflictions
Gain Quickened (if not already granted) when you take Electric damage - Worn Robes
no effects
Light Helmet
- Carastes Double-Hat
+15% Momentum generated
+25% Stagger on Ability use
+30% Ability damage if all share ?? same Ability type
25% Ability cost refunded on impact - Insightful Covering
?? - Recruit’s War Hat
?? - Smiling Visage
+15% damage vs. enemies with Low Health
+25% Stagger vs. enemies with Low Health
+50% Critical damage vs. enemies with Low Health
Heal for 100 on kills
Medium Armor
- Battle Robes
+25% Resistance vs. Venatori enemies
+20 Defense relative to Shadow Dragons Allied Strength
Immune to Afflictions applied by your faction-sworn enemies
Gain Rally Party vs. Mercenaries and Dragons - Brawler’s Decorated Leathers
+15% Rage generation
-50% Rage decay rate
While Rage is above 50, take 10% less damage from all sources
Double Rage generation when it is below half of your total - Contoured Skirmish Jacket
+25% Resistances vs. Antaam enemies
+20 Defense relative to Antivan Crows Allied Strength
Immune to Afflictions applied by your faction-sworn enemies
Gain Rally Party vs. Mercenaries and Dragons - Deathblow Vitaar
+20% Critical damage
+25% Stagger with Critical hits
+10% Critical damage relative to Shadow Dragons faction power
You now have a 10% chance to deal Critical damage with any weapon attacks - Duelist’s Coat
+4 maximum Arrows
+20% Hipfire damage
+300 Stagger on every fourth Arrow shot
While you have maximum Momentum, you do not spend Arrows while using Ranged attacks - Garb of Kinship
+25% Advantage duration
+10% damage for each active Advantage
+10% increased effectiveness for all Advantages
Heal for 5% health when gaining and Advantage - Pursuant’s Implements
+25% Potion healing effectiveness
+1 maximum Potion
Gain 50 Momentum when you use a Potion
All Potions heal an additional 20% of your maximum health, regardless of their type - Reinforced Regiment Leathers
+25% Resistance vs. Darkspawn
+20 Defense relative to Grey Wardens Allied Strength
Immune to Afflictions applied by your faction-sworn enemies
Gain Rally Party vs. Mercenaries and Dragons - Researcher’s Coat
+20% damage while at Low Health
Leech 5% of your damage as health
Defense is increased by 1 for each percent of missing health
Leech effectiveness is tripled vs. Bleeding enemies - Rivaini Panoply
+25% Resistances vs. Wildlife
+20 Defense relative to Lords of Fortune Allied Strength
Immune to Afflictions applied by your faction-sworn enemies
Gain Rally Party vs. Mercenaries and Dragons - Time-Tested Trappings
+25% Primer duration
+10% Primer effectiveness
Hits against Primed enemies generate an additional 1% Ultimate and 2 Mana
Gain 10% health when applying a Primer - Tinkerer’s Garb
+25% Resistances vs. Fade-Touched enemies
+20 Defense relative to Veil Jumpers Allied Strength
Immune to Afflictions applies by your faction-sworn enemies
Gain Rally Party vs. Mercenaries and Dragons - Worn Leathers
no effects
Medium Helmet
- Blightmark
+15% Heavy attack damage.
+25% damage vs. Armor - Death Mask
+25% Affliction damage
+25% Affliction duration
+10% Affliction damage relative to Mourn Watch Allied Strength
Applying 3 unique Afflictions triggers an explosion that deals damage relative to the total stacks consumed - Defiant Silence
+20% Critical damage.
+25% Stagger with Critical hits.
+10% Critical damage relative to Shadow Dragons Allied Strength.
You now have a 10% chance to deal Critical damage with any weapon attack - Ensign’s Helm
+15% Heavy attack damage
+25% damage vs. Armor
+10% Heavy attack damage relative to Grey Wardens Allied Strength
Heavy attacks deal Critical hits vs. Armor - Forest Guardian’s Veil
+15% Weakpoint damage
+25% damage vs. Barrier
+10% Weakpoint damage relative to Veil jumpers Allied Strength.
Weakpoint hits vs. enemies with Barrier are Critical - Helm of Light and Shadow
+25% Detonation damage
+25% Stagger applied by Detonations
Gain Detonation damage based on your companion relationship
Companion cooldowns reduced by 50% when they perform a Detonation
Heavy Armor
- Casings of Fortune
+20% damage from all companions
Gain Rally Party on Perfect Defense
+20% Rally Party effectiveness
Gain Precision on Perfect Defense - Champion’s Brilliant Regalia
+25% Fire Resistance
+5 max Fire Resistance
Immune to Burning
Deal 150 Fire damage and apply Burning to nearby enemies when you reach Low Health - Defiant Plate
+25% Cold Resistance
+5 max Cold Resistance
Immune to Chilled
Deal 150 Cold damage and apply Chilled to nearby enemies when you reach Low Health - Frontline Plated Mail
+15% Physical Resistance
+5 Maximum Physical Resistance
Immune to Bleeding
Deal 150 Physical damage an apply Bleeding to nearby enemies when you reach Low Health - Plate of the Paragon Unyielding
+8% Resistances
+30 Defense
+100 Health
Gain Invulnerable when you reach Low Health - The Iron Cast
+25% Necrotic Resistance
+5 max Necrotic Resistance
Immune to Necrosis
Deal 150 Necrotic damage and apply Necrosis to nearby enemies when you reach Low Health - Worn Plates
No effects
Heavy Helmet
- Crown of Leaves
+25% Ultimate damage
+25% Ultimate charge rate
Gain Rally Party when activating your Ultimate Ability
Gain full Momentum on Ultimate activation - Enlightened Helmet
+25% Chilled damage
+25% Chilled duration
+2 maximum Chilled stacks
Chilled enemies cannot dodge
[Chilled replaced by Shocked for the Rogue version] - Golden Casque
+20% Stagger
+25% Takedown damage
+10% Stagger relative to Lords of Fortune Allied Strength
Gain health, Ultimate, and Momentum on Takedown, amount is doubled if lethal - Griffon Great Helm
+20% damage from all companions
-10% duration of companion cooldowns
+50% companion weapon damage while their Abilities are on cooldown
Heal slightly when companion Abilities activate
Accessories
Each class can equip a belt, an amulet, and two rings.
Belts always give +Healing or +Rejuvenation, determining your potions’ effect. Many belts also come with an additional effect for potions, independent of the regular rarity-based effects.
Belt
- Deathworn Wraps
Applies Siphoned to nearby enemies on Potion use
+5% radius of Potion effect
+30% Siphoned duration
+30% leech during Siphoned
Heal 100 on kills with the Siphoned effect - Dragon’s Brace
Grants Rejuvenation on Potion use
+10% duration of Potion effect
+25 Defense
+50% Healing
When Rejuvenation ends, gain 250 health - Hardbitten Belt
Applies high Stagger in an area on Potion use.
+34% radius of Potion effect
+25% Takedown damage
Also highly likely to disrupt nearby enemies
+50% Staggered duration - Jumper’s Binding
Applies Shocked to nearby enemies on Potion use
+10% radius of Potion effect
+15% Electric damage - Reinforced Binding
Grants Resistant on Potion use
10% Resistances
Grants Immovable on Potion use
+25% Advantage duration - Shadow’s Grasp
Applies Chilled to nearby enemies on Potion use
+22% radius of Potion effects
+15% Cold damage
Deals 150 Cold damage in an area on Potion use
Applies an additional Chilled stack on use - Tincture Kit
+20% healing received - Twin Buckle Binding
Grants Quickened on Potion use
+23% duration of Potion effect
+10% Ability damage
Grants Enhanced Damage on Potion use.
Heal for 100 upon using any Ability while Quickened. - Warden’s Straps
Applies Burning to nearby enemies on Potion use
+12% radius of Potion effect
+15% Fire damage - Warping Wrap
Grants Time Dilation on Potion use
+15% Momentum generation
Grants Precision on Potion use
Time Dilation effect is increased by 20%
Amulet
- Crow’s Perch Medallion
+20% Strike Ability damage
+25% Health damage from Strike Abilities
Gain 25 Mana on Critical hits with Strike Abilities
Gain Immovable when you Stagger an enemy with a Strike Ability - Grey Emblem
?? - Halla’s Grace
+20% Quickened duration
+10% Quickened effectiveness - Heart of Andraste
+25% Enhanced Damage duration
+10% Enhanced Damage effectiveness
Gain Enhanced Damage on Takedown - Miner’s Talisman
+20% Area Ability damage
+25% Armor damage from Area Abilities - Sightless Skull
+20% Control Ability damage
+25% Stagger from Control Abilities
Gain 1 Mana per 50 Stagger dealt by Control Abilities
Gain Precision when you Stagger an enemy with a Control Ability - Token of True Flight
?? - Warden’s Key
+10% Resistant duration
+10% Resistant effectiveness
Ring
- Amaranthine Loop
+25% Stagger
+25% Staggered Duration
+25% Takedown damage - Andraste’s Will [Unique]
+3 maximum Burning stacks
All Afflictions that you apply are applies as Burning instead - Band of Smoke
+15% Cold damage
+25% Cold Resistance
+20% Cold Ability damage to health
50% of all your other damage type bonuses contribute to your Cold damage bonus - Bleeding Corvus
+15% Physical damage
+15% Physical Resistance
+20% Physical Ability damage vs. Armor
Reflect 20% of any damage taken back to your target while Resistant is active - Bleeding Shard
+20% Bleeding damage
+20% damage vs. Bleeding enemies
+25% Bleeding duration
+1 maximum Bleeding stacks - Brass Bandage
+100 health
+15% Health
+20% damage while at Low Health
Deal up to 50% bonus damage based on your missing health - Brass Root
+20% Shocked damage
+20% damage vs. Shocked enemies
+25% Shocked duration
+1 maximum Shocked stacks - Exacting Shard
+25% Necrotic Weapons duration
+15% Necrotic Weapons damage - Glacial Talus
+6 Mana on kill
+15% Mana generation
+50 maximum Mana
Damage increases with your current Mana - Graven Opal
?? - Paragon’s Knuckle
+30 Defense
+10% Defense - Precious Decay
+15% Necrotic damage
+25% Necrotic Resistance
+20% Necrotic Ability damage to health
50% of all your other damage type bonuses contribute to your Necrotic damage bonus - Unburnable Band
+20% Burning damage
+20% damage vs. Burning enemies
+25% Burning duration
+1 maximum Burning stacks - Warden’s Signet
+15% Fire damage
+25% Fire Resistance
+20% Fire Ability damage against Armor
50% of all of your other damage type bonuses contribute to your Fire damage bonus
Companion Gear - Bellara
Bow
- Bronze Branch
Attack My target applies Shocked vs. Fade-Touched enemies (30s CD).
The entire party deals +25% damage vs. Fade-Touched enemies. - Concentration
Attack My target applies Vulnerability to Electric damage (30s CD)
Electric Vulnerability is now 25% more effective - Storm
Attack My Target deals +50% Barrier damage.
Deals a burst of Electric damage to all nearby enemies if this attack breaks its target’s Barrier
Medium Armor
- Arlathan’s Splendor
+50% Detonation damage vs. Fade-Touched enemies.
Primers last 25 seconds longer vs. Fade-Touched enemies. - Camping Gear
Detonations deal +50% damage vs. Barrier.
Breaking Barriers with Detonations reduces Bellara’s Ability cooldowns by 10 seconds - Utility Dress
The entire Party gains +25% Weakened duration
Bellara deals +25% damage vs. Weakened enemies.
Trinket
- Calibration Crystal
+1 Revival Charges
Reviving reduces Bellara’s cooldowns by 50%
Companion Gear - Davrin
Favrin can equip a sword and shield, heavy armor, and a trinket.
Sword
- Blight Killer
Attack My Target applies Vulnerability to Fire damage (30s CD)
Vulnerability to Fire damage is increased by +25% - Griffon’s Talon
Attack My Target deals +50% Armor damage
Deal 250 Fire damage to all nearby enemies if this attack breaks its target’s Armor
Shield
- Reforged Bulwark
Attack My Target applies Taunted; does not affect some of the strongest boss enemies
Davrin deals +50% Stagger vs. Taunted enemies
Heavy Armor
- Monster Leathers
+25% Detonation damage vs. Darkspawn
Primers last 25% longer vs. Darkspawn
Companion Gear - Emmrich
Staff
- Death’s Beacon
Attack My Target applies Necrosis vs. Demons and Undead (30s CD)
The entire party deals +25% damage vs. Demons and Undead
Light Armor
- Researcher’s Robes
Detonations deal +25% damage vs. health
Detanoations vs. enemies at Low Health reduces Emmerich’s Ability cooldowns by 50%
Companion Gear - Harding
Bow
- Mayhem
Attack My Target deals +300% damage the first time it is used during an encounter
This attack is also as likely as possible to disrupt the target - Mayhem in Gold (??)
Attack My Target deals +50% Stagger
Staggering an enemy with this attack grants Harding’s next Ability +25% damage - Old Reliable
Attack My Target deals +50% damage vs. health.
The entire party deals +25% Ranged damage.
Medium Armor
- The Warden’s Peer
Detonations are +50% wider
Detonations also apply Vulnerability to Physical if 3 or more enemies are hit - Traveler’s Kit
+50% Detonation damage vs. Armor.
Breaking Armor with a Detonation reduces Harding’s Ability cooldowns by 50%.
Companion Gear - Lucanis
Lucanis can equip two blades (or specifically a dagger + saber?), medium armor, and a trinket.
Blade
- Balanced Epee
Attack My Target applies Bleeding vs. Mages
The entire party deals +25% damage vs. Mages. - God’s Foil
Attack My Target has +50% Penetration - Rialto
Attack My Target deals +100% damage vs. enemies at High Health
Lucanis deals +100% damage from any source if the target has not been injured yet - Slender Dagger
Lucanis’ Ability cooldowns are reduced by 10%.
Your other companion’s cooldowns are reduced by 10 seconds whenever Lucanis’ Abilities defeat an enemy.
Medium Armor
- Corvid Cloak
Detonating an Overwhelmed enemy applies Bleeding
If the Detonated enemy already has Bleeding, deal an additional 100 Necrotic damage - Covert Leathers
+25% Detonation damage vs. Mages.
Primers last much longer vs. Mages
Trinket
- Antivan Blade Kit
Each Affliction on an enemy also reduces their Defense by 20%.
Each Affliction reduces their Resistances by the same amount.
Companion Gear - Neve
Neve can equip a scepter, a keepsake, light armor, and a trinket.
Scepter
- Snake’s Eye
Attack My Target applies Chilled vs. Venatori enemies
The entire party deals +25% damage vs. Venatori enemies
Trinket
- Exhaustive Notes
+50% Frozen duration
Enemies have -25% to all their Resistances while Frozen - Leatherbound Notebook
When Neve applies Chilled, apply Shocked instead
Also apply Chilled if the target is at maximum Shocked stacks - New Casebook
+1 Revival Charges
Reviving reduces Neve’s cooldowns by 50%
Companion Gear - Taash
Taash can equip two axes, heavy armor, and a trinket.
Axe
- Neckbreaker
Attack My Target applies Burning to Antaam enemies (30s CD)
The entire party deals +25% damage vs. Antaam enemies - Treasure
Taash gains +25% Weapon damage
Taash’s Weapon attacks are always Critical vs. Knocked Down enemies
Heavy Armor
- Plumed Platemail
+50% Detonation damage vs. Dragons
Detonating Dragons adds 1 stack to every Affliction already on them
Runes
3 Runes can be equipped at a time. Runes always have a passive and an active effect.
- Besiege
Active: Light and Heavy attacks are no longer penalized vs. Barrier for 20 seconds
Passive: +10% damage vs. Barrier - Crush
Active: Light and Ranged attacks are no longer penalized vs. Armor for 20 seconds
Passive: +10% damage vs. Armor - Crystallize
Active: All enemies within 10 meters are Frozen
Passive: +10% Frozen duration - Daze
?? - Diminish
Active: All enemies within 6 meters are Weakened
Passive: +10% Primer duration - Electrify
Active: All of your weapon attacks deal Electric damage for 20 seconds
Passive: +10% Electricity damage - Escalate
Active: Your next Ability is greatly enhanced, dealing much higher damage or increasing efficacy
Passive: +10% Ability damage - Glaciate
Active: All of your weapon attacks deal Cold damage for 20 seconds
Passive: +10% Cold damage - Mend
Active: Lose all Rage and heal for an equivalent amount
Passive: +10% incoming healing - Redouble
?? - Regroup
Active: Refreshes companion cooldowns
Passive: ?? - Scorch
Active: All of your weapon attacks deal Fire damage for 20 seconds
Passive: +10% Fire damage - Upend
Active: All of your defensive Resistances become offensive damage bonuses of the same type for 10 seconds
Passive: +5% all Resistances - Vivify
???
Item Enchantments
Enchantments can be applied at the Caretaker’s Workshop. The available Enchantments depend on its rank. Applying an unlocked Enchantment is free. Companion items can also be enchanted.
Weapon Enchantments
- +25% Stagger (rank 6)
- +10% Weapon Damage
- +20% Barrier Damage
- +20% Armor Damage
- +25% Arcane Bomb Trigger Damage
- +40 Added Fire Damage
- +40 Added Cold Damage
- +40 Added Necrotic Damage
- +40 Added Electricity Damage
Armor Enchantments
- +20% damage vs. Low Health
- +15% damage vs. High Health
- +1 maximum stack of Bleeding
- +1 maximum stack of Burning
- +1 maximum stack of Necrosis
- +30 Defense
- +20% Cold Resistance
- +20% Electrical Resistance
- +20% Fire Resistance
- +20% Necrotic Resistance
- +250 Health
Accessory Enchantments
- +25% [Tag] Ability Damage [Tag being any of the possible Ability Tags like Control, Strike, Area, etc.]
Transmog System
Using the Wardrobe, you can apply the appearance of any collected item to any item in the same slot. There are also appearances that you can find by themselves without an associated item.
There appear to be 40-50 different appearances per weapon slot and 100-120 for helmets and armor. This likely includes different colorations of the same model since color can’t be adjusted freely.
The same is true for companions, though with a much more limited selection, at least some of which are unlocked via quests or quest choices. (Possibly no Companion weapon transmogs beyond the Deluxe Edition ones)
Helmets and Qunari Vitaars can be hidden, hidden in cutscenes, or always shown.
Miscellaneous
Enemy Health
Aside from an enemy’s regular (red) health bar, there are two more types of defenses that, if present, need to be overcome first:
Barrier: Teal bar that is weak to ranged attacks
Armor: Yellow bar that is weak to heavy attacks
Additionally, player attacks can fill up a violet Stagger bar which, once full, puts the enemy in the Staggered state, allowing the player to perform a takedown for massive damage.
Ultimates
Only one ultimate ability may be equipped at a time. Using an Ultimate requires a fully charged Ultimate meter which is achieved by damaging enemies.
Rogue Move Set
Light attack (dual blades): 5 attack combo that moves you forward
Charged light attack (dual blades): forward dash followed by upwards slash
Jumping light attack (dual blades): slams down & forward
Sprinting light attack (dual blades): ??
Heavy attack (dual blades): slower ? attack combo with larger arcs that moves you forward
Charged heavy attack (dual blades): for a forward whirlwind spin
Jumping heavy attack (dual blades): ??
Sprinting heavy attack (dual blades): ??
Counter attack after parry (dual blades): ??
Ranged attack (bow): Quick-fires an arrow
Charged ranged attack (bow): Lets you precision aim your shot
[...]
Warrior Move Set
Defend (1h+shield): Parries an attack if timed or blocks if held.
Ranged (shield): Quick-fires your shield at an enemy
Charged ranged attack (shield): Lets you precision aim your shield throw
Defend (2h): Parries an attack if timed
[...]
Mage Move Set
Light attack (dagger & orb): Shoots a medium range projectile. Apply Arcane Mark
Heavy attack (dagger & orb): Slices enemies in front of you. Consumes Arcane Mark to crit. 3 stacks of Arcane Mark become Arcane Bomb for a more powerful finish.
Block (dagger & orb): Block or parry.
Light attack (staff): Shoots ranged bolts at a target
Heavy attack (staff): ??
Charged heavy attack (staff): Channel Mana into Staff Energy, boosting the next heavy attack
Jumping heavy attack (staff): Slams the ground, dealing damage around the impact area
Sprinting heavy attack (staff): Deals damage around you, moving you past the impact area
Block (staff): Summon a magical barrier that absorbs damage at the cost of mana
Ranged attack (dagger & orb or staff): Fires a channeled elemental beam. Costs mana.
Ranged attack in air: Temporarily float while channeling the beam
[...]
Status Effects
Certain abilities and items affect all Advantages or Afflictions. It’s not clear whether all the listed entries actually count for those.
There is a full list of all these and their effects accessible in-game.
Advantages (Positive)
Adrenaline: Attacks deal bonus damage and are more likely to disrupt
Blight Armor
Enhanced Damage
Flaming Weapons: Deals additional Fire damage on weapon attacks
Immovable
Invulnerable
Necrotic Weapons: Deals additional Necrotic damage on weapon attacks
Precision
Quickened
Rejuvenation: Heals over time
Resistant
Shocking Weapons: Deals additional Electric damage on weapon attacks
Afflictions (Negative)
Arcane Mark
Arcane Bomb
Bees!: Physical damage over time.
Bleeding: Physical damage over time. Deals increased damage against health
Blighted
Burning
Chilled: Cold damage over time. Slows movement and attacks
Frozen
Knocked Down
Necrosis: Necrotic damage over time. Deals increased damage against Barrier
Quietus
Shocked: Electric damage over time. Reduces Resistances
Siphoned
Staggered: Take bonus damage. Susceptible to Takedown
Taunted
Primers
Overwhelmed: Unknown debuff, causes massive area damage if detonated
Sundered: Unknown debuff, causes massive area damage if detonated
Weakened: Unknown debuff, causes massive area damage if detonated
(These seem not to count as Afflictions)
Experience
Experience is earned from completing quests, killing enemies, and finding codex entries.
Earn enough and Rook levels up.
A level up earns you a skill point but it’s not clear whether/how your stats change (health, damage, etc).
Skill points can also occasionally be acquired through exploration.
Level 7->8: 1600
Caretaker’s Workshop
The caretaker’s Workshop is located at the Lighthouse. It allows Rook to upgrade items and enchant items and abilities.
Any item that is found or bought will be at the Caretaker’s Workshop rank which determines their basic stats. Items can be upgraded up to the Caretaker’s current rank at the Workshop. This upgrade level is indicated by a +1, +2, … next to the item name. Upgrading items costs various materials.
New Enchantments for items and abilities unlock with higher Caretaker rank.
Increasing the Caretaker’s Workshop rank requires finding various Mementos in the world or buying them. The maximum rank is 10.
Caretaker Power requirements:
Rank 1->2: ??
Rank 2->3: 750
Rank 3->4: 1250 (+500)
Rank 4->5: 2000 (+750)
Rank 5->6: 2750 (+750)
Rank 6->7: 4000 (+1250)
Rank 7->8: ??
Rank 8->9: ??
Rank 9->10: ??
(These are cumulative. You don’t lose any when you upgrade.)
Enemy Types
Antaam
Typically vulnerable to Necrotic and resistant to Electricity damage
Known types: Anadaam
Darkspawn
Typically vulnerable to Fire and resistant to Necrotic damage
Known types: Ghoul, Hurlock, Hurlock Blighter, Hurlock Spiker, Ogre
Demons
Typically vulnerable to Cold and resistant to Necrotic damage
Known types: Shade, Demonic Experiment, Pride Demon
Fade-Touched
Typically vulnerable to Electricity and resistant to Cold damage
Known types: Sentinel
Mages
Typically vulnerable to Cold and resistant to Fire damage
Known types: Cult Make
Undead
Typically vulnerable to Necrotic and resistant to Cold damage
Known types: Skeleton: Revenant
Creature Enhancements
Enemies can appear with certain Enhancements, empowering them in various ways.
Arcane Orb
Armor: Additional yellow bar that is weak to heavy attacks
Barrier: Additional teal bar that is weak to ranged attacks
Captain: Continually grants Frenzy to other enemies in the area
Cold Imbued: Hits apply Chilled. Gain Cold Resistance and immunity to Chilled
Colossal: Large amount of additional health
Devouring: Testores a portion of own health on each hit
Electric Imbued: Hits apply Shocked. Gain Electricity Resistance and immunity to Shocked
Exploding
Fire Imbued: Hits apply Burning. Gain Fire Resistance and immunity to Burning
Frenzy: Improves attack speed and damage
Glass Cannon
Juggernaut
Knockback
Necromancer
Necrotic Imbued: Hits apply Necrosis. Gain Necrotic Resistance and immunity to Necrosis
Potions
Potions can be used to heal Rook in and out of combat.
You can only carry a very limited amount of potions, starting at 3.
Potions can be replenished by breaking large green jars in the environment.
Healing amount and method are determined by Rook’s equipped belt. Most belts cause instant healing but others give Rejuvenation on Potion use which heals over time.
Accessibility
See the official site here for a full breakdown.
Achievements
The game will feature 52 achievements, none of which are tied to game difficulty.
[Story Spoilers!] See here for the full list.