“There are so many people in the world. I'm not used to the lack of silence.”
Hall is a player-controlled protagonist in the Dragon Age: Inquisition multiplayer.
Background
Hall is a survivor from the Wilds. A Dalish hunter rescued him from a bandit raid when he was a child and taught him her skills. However, because he was human the Dalish sent him away when he could fend for himself. Hall wandered for years never quite finding his place. Seeing the beam of light tearing the sky he followed it and found purpose in the Inquisition.
Involvement
During the main game Hall is involved in various war table operations. He can also sometimes be seen on the battlements at Skyhold with two other agents, near where Cullen is stationed. He can't be spoken to however.
Initial Equipment
Weapons | Inquisition Longbow |
Armor | Archer's Tunic |
Abilities
Marksman
Explosive Shot |
Activated Size: 4m Activation: 50 stamina Cooldown: 8s Requires: Bow |
You fire a powerful shot that explodes on impact, damaging enemies around your target. |
Chain Reaction Upgrade Requires: Bow |
Shrapnel from Explosive Shot fills the air and sets off deadly reactions that do more damage the more enemies that are nearby. Damage bonus per target: 25% Maximum damage bonus: 100% |
Leaping Shot |
Activated Activation: 35 stamina Cooldown: 12s Requires: Bow |
You dive out of trouble and fire a hail of arrows at the enemies that were trying to close with you. |
Rolling Draw Upgrade Requires: Bow |
If Leaping Shot hits, you can use the momentum of your leap to do a stronger draw as you come back to your feet. Your next attack, whenever you make it, will knock down its target. Damage bonus: 200% |
First Blood |
Passive | You've learned to pick apart enemies that are still unwounded and unwary. You do more damage to enemies that are only slightly injured. Damage bonus: 15% Health threshold: 80% Dexterity +3 |
Long Shot |
Activated Activation: 50 stamina Cooldown: 8s Requires: Bow |
You fire a powerful single shot that delivers more damage the farther you are from the target. |
Archer's Lance Upgrade Requires: Bow |
Long Shot now rips through every enemy along its path, doing bonus damage for each extra target it hits. Bonus damage for each enemy hit |
Flanking Fire |
Passive | You do more damage when hitting enemies from behind. Damage bonus: 25% Dexterity +6 |
Cheap Shot |
Passive Duration: 6s |
Your Critical Hits tear through enemy armor, leaving it sundered for a short time. Cunning + 3 |
Perceptive |
Passive | The wilderness has taught the Archer to always maintain a keen awareness of his surroundings. Dexterity +6 Cunning + 3 |
Tricks of the Trade |
Passive Requires: Fallback Plan |
You help the team make the most of its abilities, increasing the damage and duration of all status effects the party applies. Damage Bonus: 10% Duration Bonus: 10% Willpower +3 |
Opportunity Knocks |
Passive Requires: Spike Trap |
When an ally critically hits, you take advantage of their success faster with reduced cooldown times. Cooldown Reduction: 0.5 seconds Cunning +3 |
Bloodied Prey |
Passive | Your strikes cut deeper into any foe whose current health is lower than your own. Damage bonus: 10% Cunning +3 |
Disable |
Passive Duration: 10s |
Critical Hits on an enemy reduces their damage for a short time. Damage Reduction: 15% Dexterity +3 |
And Take Them Down |
Passive Requires: Elemental Mines |
Your experience with finding and pointing out enemy vulnerabilities gives the entire party a better chance to land critical hits. Critical Hit Chance Bonus: 5% Dexterity +3 |
Death from Above |
Passive | You do more damage when firing from elevation. Maximum damage bonus: 25% Cunning +3 |
Strafing Shots |
Passive | You can move faster while firing without sacrificing accuracy. Speed bonus +100% Dexterity +3 |
Pincushion |
Passive Duration: 10s |
If the first arrow doesn't kill them, the tenth might. Each consecutive hit with a bow attack does progressively more damage to the target. Damage bonus: 5% Dexterity +3 |
Mark of Death |
Activated Activation: 10 stamina Duration: 8s Cooldown: 32s Requires: Knife in the Shadows or Gaps in the Armor |
You mark your enemy, and every hit adds part of its power to the mark's damage. Trigger your mark when you are ready, and watch your enemy fall from injuries that were never even noticed. You can manually trigger the mark early for bonus damage. Stored Damage: 100% Duration: 8 seconds |
Mark of Doom Upgrade Requires: Mark of Death |
While it is active, Mark of Death leaves the target vulnerable to even more injury. Damage bonus if reactivated: 150% |
Gaps in the Armor |
Passive Requires: Knockout Bomb |
Your attacks slip past armor to find a target's hidden vulnerabilities. Armor Penetration: 25% Dexterity +3 |
Full Draw |
Activated Activation: 65 stamina Cooldown: 24s Requires: Bow |
It takes a moment to line up the perfect shot, but it pays off with a devastating hit that bites even deeper against enemies that aren't injured yet. |
Stunning Shot Upgrade Requires: Bow |
Enemies hit by Full Draw are knocked briefly unconscious by the power of your shot. Sleep duration: 20 Seconds |
Throatcutter |
Passive | A wounded enemy is the perfect target. Your attacks are even deadlier against targets that are close to death already. Damage Bonus: 2% damage for each 10% missing health Dexterity +3 |