So, you're poking around the Hossberg Wetlands and you've found that massive, locked door in the Grey Warden base. It’s the Dragon Age Veilguard Warden Vault. You can see the loot icons mocking you from the other side of the gate, but the game doesn't exactly hand you the keys on a silver platter. Getting inside requires a bit of environmental puzzle-solving that involves tracking down three specific power sources—basically magical batteries—hidden around the Old Crossroads and the surrounding blighted marshes.
It’s annoying. I get it. You just want the gear and to get back to smashing darkspawn. But this vault is actually one of the better mid-game rewards because it drops high-level Warden-themed equipment that scales pretty well if you’re running a build focused on stagger or necrotic resistance.
Cracking the Seal on the Dragon Age Veilguard Warden Vault
The first thing you need to realize is that the vault isn't tied to a single "quest" marker that guides you step-by-step. It’s more of an environmental challenge. You’ll find the vault itself in the Cerclevault area of the Hossberg Wetlands. Look for the three circular indentations on the floor in front of the main gate. Those are your targets. To fill them, you need to find three wisp-like spirits or "power circles" tucked away in nearby ruins.
Honestly, the hardest part isn't finding the circles; it's the Blight. The Wetlands are messy. You're going to be jumping over pustules and clearing red lyrium veins just to reach the platforms where the puzzle pieces sit. If you haven't progressed Neve or Bellara’s personal recruitment arcs to a certain point, some of the traversal mechanics might feel a bit clunky, but you can usually brute-force the pathing with basic jumps.
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Tracking Down the First Power Source
Head north from the vault entrance. You're looking for a collapsed tower that looks like it’s been marinating in Blight for a century. There’s a ladder—use it. Once you're on the upper scaffolding, you'll see the first wisp. You have to "lead" it back. This isn't a fetch quest where the item sits in your inventory. You basically become a magnet for the energy. If you fall into the water or get hit by a major explosion, you might lose the tether and have to run back up. It’s a bit like herding cats, only the cat is a glowing blue orb of ancient elven or Warden magic.
The Second Circle and the Blight Puzzles
The second one is trickier because it’s gated behind a Blight tumor. You’ll need to trace the "roots" of the red lyrium back to their source. Look for the glowing red nodes. Destroying them in the right order—usually following the vine-like growth—will clear the path to a small hidden chamber. Inside, the second wisp waits. Most players miss this because they assume the path is just decorative "world-building" debris. It isn't. If a wall looks like it’s covered in pulsating red goo, there’s a 90% chance something shiny is behind it.
Why Bother With the Warden Vault?
You might be wondering if the loot is actually worth the trek. In The Veilguard, gear isn't just about raw stats; it’s about the "Quality" upgrades and the specific set bonuses. The Dragon Age Veilguard Warden Vault typically houses a unique weapon and a piece of heavy armor that carries the "Warden’s Resilience" trait.
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This trait is huge if you’re playing on higher difficulties like Nightmare. It reduces the damage taken from Blighted enemies—which, let’s be real, is about half the enemies in the game. Plus, the chest usually contains a fair amount of Gold and Flawless Crystals, which you’ll desperately need for upgrading your hub area, the Lighthouse.
A Quick Note on Level Scaling
The loot in the vault isn't static. BioWare implemented a scaling system where the item level is determined when you open the chest, not when you first discover the vault. If you find the vault at level 15 but can’t find the last circle, don't sweat it. Coming back at level 25 actually results in a better version of the gear. This is a common tactic for min-maxers who want to squeeze every bit of DPS out of their endgame builds.
The Final Push to the Third Wisp
The last piece of the puzzle is tucked away to the west, near the old bridge ruins. You’ll have to deal with a small mob of darkspawn—mostly hurlocks and a pesky emissary. Kill the emissary first. Their barrier spells will keep the other mobs alive forever if you don't. Once the area is clear, look for a breakable wooden wall. Behind it is the final wisp.
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Bring it back to the Cerclevault, slot it into the final circle, and the door will grind open. It’s a satisfying "thunk" sound. Inside, you'll find the primary chest and a few lore codex entries that flesh out what the Wardens were doing in the Wetlands before everything went sideways.
Common Mistakes to Avoid
Don't try to use your mount to transport the wisps. For some reason, the game engine tends to "drop" the spirit tether if you move too fast or trigger a mounting animation. Just hoof it on foot. It’s a short run anyway. Also, keep an eye on your companions. Sometimes their pathfinding gets stuck on the Blight roots, and while they won't stop you from finishing the puzzle, they won't help you in the fight that triggers once the vault opens. Yeah, there’s usually a small ambush. Be ready for it.
Another thing: make sure you've cleared the "Corrupting the Woods" side quest. If the local world state is still heavily "stormy" or high-corruption, the visibility is garbage. Clearing the local boss first makes finding the glowing blue wisps about ten times easier.
Actionable Next Steps for Success:
- Check your map for the Cerclevault landmark in the Hossberg Wetlands to pinpoint the vault location.
- Clear any red lyrium nodes in the immediate vicinity before attempting to move the wisps to prevent losing the tether.
- Identify your character level before opening the final chest; if you're close to a level milestone (like level 20 or 30), consider waiting ten minutes to level up and get better stats on the loot.
- Equip the Warden armor immediately if you plan on staying in the Wetlands, as the necrotic resistance will make the remaining regional bosses significantly more manageable.