Returning for the fourth installment in the series, gives the opportunity to be a member of and work alongside several different factions from all over Thedas. While some were introduced in previous games, others are new and offer different points of view on the battle with the Evanuris. With race mattering less in , knowing which factions work best within the narrative is key to getting the most out of every playthrough.
[Warning: This article contains spoilers for Dragon Age: The Veilguard.]
Rook can start as a member of one of the six factions in, witheach one offering different traits, surnames, and perks. As the game progresses, the team will be sent on quests by faction leaders, get help at certain key points, and upgrade faction merchants for new gear. Looking at each faction from the perspective of starting bonuses and their connection to the main plot, some factions stand out better than others.
The Lords of Fortune are a relatively new faction to the franchise, first introduced in. Renown throughout Thedas as treasure hunters, the Rivain-based group specializes in delving through dangerous dungeons and ruins in search of gold and glory. More importantly, they distinguish themselves from common looters by preserving any culturally significant finds and returning them to their place of origin, for a small finder's fee of course.
Having the Lords of Fortune be blatant archeology good guys feels like a missed opportunity to create a morally ambiguous faction based around pirates.
If Rook chooses to start as a member of the Lords of Fortune, they will gain reputation with the group faster than other factions and can use takedown moves earlier. Lords of Fortune Rooks will also deal increased damage to mercenary enemies, although this isn't particularly useful as this is the least common enemy group in. These are definitely the weakest faction bonuses out of the six unless building Rook specifically around staggering enemies, which is a shame for what sounds on
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