Dragon Age Veilguard Companions: What BioWare Actually Changed (and Why It Works)

Dragon Age Veilguard Companions: What BioWare Actually Changed (and Why It Works)

BioWare had a massive mountain to climb. After Inquisition dropped way back in 2014, the expectations for how party members should feel, talk, and fight basically hit the ceiling. People didn't just want more stats to manage; they wanted a family. Or a group of disaster people they could occasionally kiss. That’s why Dragon Age Veilguard companions are the literal heartbeat of the experience, even if some of the mechanical changes—like losing direct control over them in combat—initially made the hardcore fanbase lose their collective minds.

It’s different this time. You’re not just the Inquisitor with a glowing hand; you’re Rook. And Rook’s relationship with the Seven is the whole game.

The Seven Faces of Thedas

Let’s get into who these people actually are. We aren't looking at generic archetypes here. BioWare leaned hard into the "specialist" vibe. You’ve got Bellara, a Veil Jumper who’s obsessed with ancient elven tech in a way that’s honestly a little reckless. Then there’s Lucanis Dellamorte. If you played the Tevinter Nights anthology, you know the name. He’s the Mage Killer, a scion of the Crow families, and he’s haunted—literally—by a demon of Spite.

The dynamic is weird. In a good way.

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Take Neve Gallus. She’s a detective from Minrathous. She doesn’t wear plate armor or typical mage robes; she looks like she stepped out of a noir film, complete with a prosthetic leg made of enchanted wood and metal. She’s cynical. She’s seen the worst of Tevinter. Contrast that with Taash, a Qunari dragon hunter who is loud, physical, and grappling with a lot of internal identity pressure.

Then there’s the returning favorite. Varric Tethras is there, obviously, but he’s more of a mentor now. The actual "Rogue" slot for your active party often goes to Harding. Yes, Scout Harding. She’s finally a full companion with her own magical awakening involving unexpected stone power. Rounding them out are Emmrich Volkarin, a necromancer who treats death with the politeness of a tea party, and Davrin, a Warden who comes with a baby griffon named Assan.

Honestly, Assan might be the most popular Dragon Age Veilguard companion and he doesn't even have a dialogue tree.

Why the Combat Change Isn't a Death Sentence

People freaked out when they heard you can’t switch characters mid-fight anymore. I get it. We’ve been doing that since Origins. But the reality is that the game moved toward an action-RPG framework where the companions function more like an extension of Rook’s own kit. You use a circular menu. You trigger their abilities. You tell Lucanis to dive on a specific target while Neve freezes the battlefield.

It’s snappy. It feels less like managing a spreadsheet and more like leading a squad.

The "Primer and Detonator" system is back, too. This is the glue that holds the party together. If Neve applies "Chilled" to a group of Venatori, Rook or another companion can hit them with a finishing move that causes a massive explosion. It’s about synergy. If you pick companions who don’t play off each other’s status effects, you’re basically playing on hard mode for no reason.

Relationship Values and the Lighthouse

BioWare ditched the old "Approval/Disapproval" bar for something a bit more nuanced. In the Lighthouse—your new player hub—you spend hours just talking. The conversations aren't just fluff. They unlock "Companionship XP."

When you level up a relationship, that specific companion gets skill points.

This is a huge shift. In previous games, liking a companion was mostly for roleplay or romance. Now, if you ignore Lucanis and never talk to him, he’s actually going to be weaker in a fight. You’re incentivized to be a decent friend. Or at least a present one. The Lighthouse itself evolves as you go. You'll find companions hanging out with each other, not just standing in their designated "spot" waiting for you to click on them. You might catch Taash and Lucanis arguing about cooking, or Emmrich teaching Bellara about the Fade. It feels lived-in.

The Romances (Because We All Care)

Let's be real: people play BioWare games for the drama. All seven Dragon Age Veilguard companions are romanceable, and they are all "player-sexual," meaning they are open to Rook regardless of gender.

But there's a twist.

If you don't romance them, they might start dating each other. This adds a layer of "Thedas is a real place" that was missing when everyone just sat around waiting for the protagonist to notice them. It makes the world feel like it’s moving whether you’re involved or not.

Solving the "Inquisition" Bloat

One of the biggest complaints about the previous game was that companions felt like they were just along for the ride during side quests. In Veilguard, the missions are much more curated. There’s less "collect 10 ram meat" and more "help Davrin deal with a corrupted Warden outpost."

Each companion has a massive personal questline that ties directly into the main plot involving the elven gods. You can't really ignore them. Their personal stakes are woven into the literal end of the world. For instance, Neve’s ties to the Shadow Dragons isn't just a side hobby; it’s your primary way of navigating the political hellscape of Minrathous.

Things Most People Miss

The skill trees for companions are surprisingly deep. They aren't just smaller versions of Rook's tree. They have unique "Ultimate" abilities that can turn the tide of a boss fight. Also, pay attention to the gear. You can find specific equipment that changes how their abilities function, like turning a defensive shield into an offensive projectile.

Also, the "banter" system has been overhauled. Remember how in Inquisition the banter would just... stop? Or never trigger? BioWare used a new system here to ensure that dialogue happens naturally based on where you are and who you’re with. If you’re in Arlathan Forest, Bellara is going to have a lot more to say than if you’re in a deep Darkspawn hole.

How to Maximize Your Party

If you want to actually survive the higher difficulties, you need to stop picking your favorites and start picking for the encounter.

  • For Crowd Control: Bring Neve and Bellara. The amount of slowing and rooting they can do is ridiculous.
  • For Single Target DPS: Lucanis is your guy. He shreds bosses, especially mages.
  • For Tanking: Davrin. His ability to draw aggro while his griffon provides distractions is essential for squishy Rook builds.

The game encourages experimentation. Don't get stuck with the same two people for sixty hours. You're missing out on half the writing if you do.

The Verdict on the Squad

Are they as iconic as Alistair or Morrigan? That’s subjective. But they feel more integrated into the mechanical loop of the game than any previous cast. They aren't just backpacks with voices; they are the tools you use to solve the puzzles of combat.

The shift to a more "character-action" style might rub some old-school CRPG fans the wrong way, but the writing keeps it anchored in what makes Dragon Age, well, Dragon Age. It’s messy, political, and deeply personal.

Next Steps for Your Playthrough:

  1. Check the Primer/Detonator icons in the character menu immediately. If your party can’t trigger combos, go to the Lighthouse and Respec their skills.
  2. Prioritize "Companion Quests" as soon as they appear. These aren't just side content; they unlock the best gear and the most powerful ultimate abilities.
  3. Talk to everyone after every major mission. The "new dialogue" icon is small, but the Companion XP you get from these chats is the fastest way to level up your team's power level without grinding.