Dragon Age: The Veilguard - Companion Enchantment Guide

As well as the actual members of the Veilguard, but the helpful hands of Manfred and Assan, one of your companions at your Lighthouse hub in Dragon Age: The Veilguard is the Caretaker. Whether he is the same Caretaker as the one who escorts you through the Crossroads, and whether each ship as one Caretaker or if there are many, is never clear. But what is clear is he has some enchantments.
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Posts 2While less animated and fun than our old friend Sandal, the Caretaker can be very useful. Once his shop is ranked up to Level 5, you'll be able to add enchantments onto your companions as well. They each get two - one on their weapons, and one on their armour.
These enchantments draw from a different pool to the ones you choose from, but the companions all share the same pool, so you'll need to be selective. They also can be swapped as often as you like, with no consequences, but do not swap automatically if you change a piece of gear a companion is wearing.
Best Companion Enchantments For Level 5
With enchantments, you want to play to each character's strength. There's not much point trying to make character well-rounded by covering their weaknesses - Taash is never going to be effective against enemies who resist fire, and rather than try to force them to be, you should take a different companion instead.
For 'Taash' and 'fire', swap in any other companion and their area of expertise. At Level 5, the enchantments are mainly about bringing that expertise out.
Companion
Enchantment
Bellara
Weapon: +40 Electric Damage
Armor: +20% Healing
Davrin
Weapon: +30% Added Physical Damage
Armor: +25% Detonation Damage
Emmrich
Weapon: +40 Necrotic Damage
Armor: +1 Max stack of Necrosis
Harding
Weapon: +15% Critical Damage
Armor: +20% Damage vs. Low Health
Lucanis
Weapon: +15% Ability Damage
Armor: +15% Damage vs. High Health
Neve
Weapon: +40 Cold Damage
Armor: +1 Max stack of Chilled
Taash
Weapon: +40 Fire Damage
Armor: +1 Max stack of Burning
Best Companion Enchantments For Level 7
Once you upgrade the Caretaker's Workshop twice more, you'll have more enchantments at your disposal. But, not quite enough to go around. While there are enough weapon enchantments for everyone to level up, there are only two armor enchantments, so it requires a few swaps. Here, we suggest Davrin and Neve take the new ones, while Lucanis takes Davrin's old one.
Companion
Enchantment
Bellara
Weapon: Apply Shocked on Armor Break
Davrin
Weapon: Attack My Target applies Bleeding
Armor: Detonations reduce Cooldowns by 20%
Emmrich
Weapon: Attack My Target applies Necrosis
Harding
Weapon: Gain Immovable on Armor Break
Lucanis
Weapon: Apply Necrosis on Armor Break
Armor: +25% Detonation Damage
Neve
Weapon: Apply Chilled on Barrior Break
Armor: Ability Critical hits reduce Cooldowns by 10%
Taash
Weapon: Attack My Target applies Burning
Best Companion Enchantments For Level 10
Maxing out the Caretaker's Workshop brings your final round of enchantments, though again, people will need to share. In fact, there's only one weapon enchantment at all, so it's sensible to swap this between whoever your active party members are. However, since it activates when striking the killing blow, we recommend a high-damage companion like Harding as the most sensible option by default, especially as her Level 5 weapon enchantments are less personalised due to her focus on Physical attacks. There are, however, enough armor enchantments to go around.
Companion
Enchantment
Bellara
Armor: Detonations remove Shocked and deal Electric damage in an area
Davrin
Armor: Detonations remove Burning and deal Fire damage in an area
Emmrich
Armor: Weakened reduces Defense by 30
Harding
Weapon: Gain Rally Party on killing Fade-Touched enemies
Armor: Reduce Cooldowns by 20% when gaining Rally Party
Lucanis
Armor: Detonations remove Necrosis and deal Necrotic damage in an area
Neve
Armor: Detonations remove Chilled and deal Cold damage in an area
Taash
Armor: Detonations remove Bleeding and deal Physical damage in an area
Since the Level 10 armor enchantments are more more Detonation based, you may wish to keep some on the Level 5 versions to ensure consistent output if you're less interested in tactical match-ups.
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