dragonage

Orbs are main hand weapons for a mage class Rook in Dragon Age: The Veilguard. There are two types of orbs: Elemental Orbs, which deal Cold or Fire damage, and Arcane Orbs, which deal Necrotic or Electric damage. Additionally, arcane orbs tend to have higher stagger than elemental orbs. There are otherwise no functional differences between the two weapon types beyond what is already stated in the given weapon attributes.

Orbs are used in conjunction with a mageknife or spellblade as part of the dagger and orb combat style.

Orbs

Name Damage Stagger Acquisition Abilities
Chilled Grasp 190 Cold (base damage at +10 legendary) 188 (base stagger at +10 legendary) +30 Defense
+25% Cold Resistance
Perfect Dodge applies Chilled to nearby enemies
+70 Defense vs. Chilled enemies
Fadelight 191 Necrotic (base damage at +10 legendary) 440 (base stagger at +10 legendary) +15% damage vs. health
+25% healing
Gain 250 health on Perfect Defense
+25% Light attack damage while you have no potions
Firebrand 184 Fire (base damage at +10 legendary) 126 (base stagger at +10 legendary) +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 34 Cold (base damage, unupgraded) 30 (base stagger at +10 legendary)
  • Acquired at the start of the game



Mage's Gambit 190 Electric (base damage at +10 legendary) 440 (base stagger at +10 legendary) +20% Final attack damage
Hitting with a Final attack will alternate the damage type of this weapon between Electric and Fire
+15% Fire and Electric damage
Critical hits apply Burning or Shocked based on the current damage type of the Orb
Stormsphere 182 Electric (base damage at +10 legendary) 342 (base stagger at +10 legendary) +20% Agile attack damage
Agile attacks apply Shocked on hit if not already applied
Agile attacks have an increased chance to disrupt enemies
Knocking Down a Shocked enemy causes a lightning bolt to strike them
Thunderclap 188 Electric (base damage at +10 legendary) 342 (base stagger at +10 legendary) +25% damage vs. Barrier
Enemies hit by this weapon can no longer regenerate Barrier
This weapon leeches health when damaging Barrier
When you break a Barrier, all nearby enemies take Electric damage
Urthemiel's Ash 189 Fire (base damage at +10 legendary) 188 (base stagger at +10 legendary) +25% Burning duration
Burning enemies deal -25% damage for the duration
+1 maximum Burning stacks
+20% Burning damage per stack
Veilsong 176 Necrotic (base damage at +10 legendary) 303 (base stagger at +10 legendary) +25% Stagger
This 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
Wintersbreath 187 Cold (base damage at +10 legendary) 155 (base stagger at +10 legendary) +30% Charged attack damage
+25% damage vs. Chilled enemies
Charged attacks apply Chilled
Chilled stacks also reduces Cold Resistance

Unique

Name Damage Stagger Acquisition Abilities
Heart of Fire 180 Fire (base damage) 90 (base stagger) +30% Fire Resistance
Using a Fire Ability applies Burning to you and all nearby enemies

Stormcharger 120 Electric (base damage) 180 (base stagger) +50% Electric Resistance
Using an Electric Ability applies Shocked to you
When you are hit while Shocked, remove the effect and deal 300 Electricity damage to all nearby enemies

Damage and stagger

The following tables rank all weapons in this slot based on base damage and base stagger.

Base damage

Base damage values of non-unique weapons at +10 legendary (i.e., at the maximum rarity and upgraded level) are given below, along with the base damage values of unique weapons, which cannot be upgraded. The "base damage" is the weapon damage without any skill tree traits (note that each trait adds +10% weapon damage) and also without any bonuses from passives, stat-boosting valuables (specifically, Kirkwall Select 9:36), or other items.

In practice, the final, modified weapon damage will typically be much higher than the base values listed below due to the presence of traits, passives, and other bonuses. However, the base values shown below illustrate the relative damage between different weapons.

Rank Weapon Base Damage
1 Fadelight (arcane orb) 191 (Necrotic)
1 Mage's Gambit (arcane orb) 191 (Electric/Fire)
3 Chilled Grasp (elemental orb) 190 (Cold)
4 Urthemiel's Ash (elemental orb) 189 (Fire)
5 Thunderclap (arcane orb) 188 (Electric)
6 Wintersbreath (elemental orb) 187 (Cold)
7 Firebrand (elemental orb) 184 (Fire)
8 Stormsphere (arcane orb) 182 (Electric)
9 Heart of Fire (unique elemental orb) 180 (Fire)
10 Veilsong (arcane orb) 176 (Necrotic)
11 Stormcharger (unique arcane orb) 120 (Electric)

Base stagger

Base stagger values of non-unique weapons at +10 legendary are given below, along with the base stagger values of unique weapons, which cannot be upgraded. As shown, arcane orbs generally have higher stagger than elemental orbs.

Rank Weapon Base Stagger
1 Fadelight (arcane orb) 440
1 Mage's Gambit (arcane orb) 440
3 Thunderclap (arcane orb) 342
3 Stormsphere (arcane orb) 342
5 Veilsong (arcane orb) 303
6 Chilled Grasp (elemental orb) 188
7 Urthemiel's Ash (elemental orb) 188
8 Stormcharger (unique arcane orb) 180
9 Wintersbreath (elemental orb) 155
10 Firebrand (elemental orb) 126
11 Heart of Fire (unique elemental orb) 90