I Still Fight in Dragon Age: The Veilguard's Hall of Valor: A 2026 Guide
I still remember the first time I stepped into the Hall of Valor in Dragon Age: The Veilguard. It was 2024, but here in 2026, I keep returning. The Rivaini Coast may be the Lords of Fortune's territory, but their real headquarters is not on the coast. It is the Hall of Valor. If you want to find the faction's merchant or their leader, Isabela, you have to go there. I learned that the hard way after wandering the coast for an hour.

The Hall of Valor is more than a hub. It is an endless combat arena. I talk to Isabela on the highest level, near the beacon, and she lets me start a fight against almost any enemy type in the game. The rewards stop after my first ten victories, but the fights do not. Even after the quest ends, I use the pit to practice combat techniques and ally combinations. It is the best place to experiment without risking story progress.
Eight Enemy Types, Random Groups
The Hall features eight enemy types. Each type has several specific groups that the game randomly chooses from. During my first eight rounds, I faced each type once. After that, the enemies became completely randomized. Here are the types I have fought:
| Enemy Type | What I Have Seen |
|---|---|
| Undead | Skeletons, spirits, and rotting hordes |
| Mercenaries | Human blades and ranged fighters |
| Darkspawn | Hurlocks, genlocks, and ogres |
| Demons | Rage, despair, and pride demons |
| Antaam | Qunari warriors with heavy armor |
| Fade-Touched Creatures | Strange, glowing monsters |
| Venatori | Tevinter mages and their guards |
| Deep Roads Creatures | Deepstalkers or a single construct |
Enemy groups can include many weak creatures, a few strong creatures, or even a single powerful creature. I once fought a pack of deepstalkers. Another time, I faced one massive construct. That randomness keeps me on my toes.
My Hall of Valor Tips
Because I cannot predict what I will face, I keep my options open. I try not to bring two companions who deal the same damage type. I choose abilities that cover a variety of damage types, or I focus on physical damage if my build supports it. The giant open pit in the center is instant death to any enemy who falls in. I love using push abilities to send enemies over the edge. It never gets old.
Each time I finish a fight, the game resets me to full health, full potions, and zero ultimate. That means I should not be afraid to spend whatever resources I need to win. Potions are free after the match. Ultimate energy is not, but that is fine. None of the fights are particularly hard. I completed the Hall of Valor quest as soon as I opened the area. And remember: I can redistribute ability points for Rook and all my companions at any point. The Hall is the perfect place to try new abilities, items, and builds.
Rewards for the First Ten Wins
When I first unlocked the Hall of Valor, I also started a quest of the same name. To complete it, I only needed to win ten matches. Each win gave me a reward. Here is the breakdown:
| Reward | Amount or Effect |
|---|---|
| Gold | Variable, based on fight difficulty |
| XP | 180 per win |
| Lords of Fortune Strength | +50 per win |
| Taash bond | Boost if she is in the active party |
Beating the tenth match gave me a few extra rewards. I received +100 Lords of Fortune Strength, bringing the quest total to +550. I also unlocked a Modest Brooch appearance, a Dragon Skull Monument for the central statue back in the Lighthouse, and Call of the Hall. That unique ring provides +50% Takedown damage, +50% Stagger, and a random Advantage each time I perform a Takedown.

Why I Still Fight in 2026
After the tenth win, I can continue fighting in the arena. I get no more bonuses for doing so. But I do not care. In 2026, the game's meta has shifted many times. New players ask me what to do after the main story. I tell them to visit the Hall of Valor. It is a low-stakes sandbox for testing builds. I have used it to try every specialization, every companion combination, and every strange ability synergy I can imagine. The reset after each fight means I can be reckless. The pit means I can practice positioning. The random enemies mean I cannot rely on one damage type.
If you are a completionist, you should win ten matches to get Call of the Hall and the Lighthouse monument. If you are not, you should still visit. Talk to Isabela. Find the merchant. Throw an enemy into the pit. The Hall of Valor is one of the best additions to Dragon Age: The Veilguard, and it remains my favorite place to sharpen my skills in 2026.