“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 named Fanora rescued him from a bandit raid when he was a child and taught him her skills, despite the protests of her clan. 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[]
Though Hall can sometimes be seen on the battlements at Skyhold with two other agents, near where Cullen is stationed, he can't be spoken to.
Initial equipment[]
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. |
Does 150% weapon damage in multiplayer
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. |
Does 125% and 375% weapon damage with and without the bonus damage in multiplayer
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. |
Full Draw's cooldown and cost are reduced to 8s and 50 stamina in multiplayer
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 |
Evasion[]
Caltrops |
Activated Size: 3m Activation: 35 stamina Duration: 30s Cooldown: 16s |
You scatter spikes behind you, hurting and slowing down enemies who come after you. This ability is considered a trap for any abilities that enhance or affect traps. |
Does 50% weapon damage in multiplayer
Tread Lightly Upgrade Requires: Caltrops |
Your Caltrops cover a wider area and cause enemies to bleed over several seconds. Radius: 5 meters Bleed Duration: 10 seconds |
Knockout Powder |
Activated Size: 6m Activation: 35 stamina Duration: 10s Cooldown: 20s |
You throw a handful of dosed dust into an enemy's face, putting them to sleep for a short time. |
Deep Sleep Upgrade Requires: Knockout Powder |
Enemies affected by Knockout Powder sleep longer and are slow to wake up after being damaged. Duration bonus: 10 seconds Damaged sleep duration: 3 seconds |
Fury of the Storm |
Passive Requires: Flask of Fire |
When your stamina is exhausted, you fight even harder, lashing out with fury to win the fight. Damage Bonus: 10% when Stamina <50% Constitution +3 |
Evade |
Activated Activation: 20 stamina Cooldown: 2s |
You leap away from incoming attacks, putting yourself where you need to be to win this fight. |
Hidden Step Upgrade Requires: Evade |
Enemies will swear you're still there, attacking empty air and hurting nobody but themselves as you leap away. Duration: 3 seconds Damage: 300% weapon damage |
Dance of Death |
Passive | You regain Stamina with every kill, the better to continue your assault. Stamina restored: 50 Dexterity +3 |
Cripple (Inquisition) |
Passive | Attacking an enemy from behind slows them for a short time. Speed Reduction: 50% Dexterity +3 |
Sneak Attack |
Passive | Attacks upon a target's back or flank are much more likely to be killing blows. Critical hit chance from behind gets doubled Cunning +3 |
Mercy Killing |
Passive | When their hearts aren't in the fight, it's almost too easy. Your attacks on panicked or sleeping enemies are automatically critical hits. Cunning +3 |
Knockout Bomb |
Activated Activation: 35 stamina Duration: 10 seconds Cooldown: 20s Requires: Throatcutter |
You hurl a grenade containing a powerful concoction that put nearby enemies to sleep. Sleeping enemies awaken after taking damage. |
Comatose Upgrade Requires: Knockout Bomb |
Enemies affected by Knockout Bomb sleep more deeply, allowing your allies to hit them even harder with flanking damage. Flanking Damage Bonus |
Looked Like It Hurt |
Passive | The worst mistake your enemies can make is to let you see them flinch. Whenever you score a Critical Hit, you regenerate stamina. Stamina restored on Critical Hit: +10 Cunning +3 |
Spike Trap |
Activated Activation: 20 stamina Cooldown: 8 seconds |
You set a trap that, when an enemy approaches, detonates and flings enemies into the air. Damage: 300% weapon damage |
Does 500% weapon damage in multiplayer
Set Them Up Upgrade Requires: Spike Trap |
You've mastered the proper placement of spikes and levers. When you spring any kind of trap, your enemies feel it. Damage Bonus: 25% Willpower +3 |
Easy to Miss |
Passive | Enemies are likely to overlook you in combat, much to their regret. This is especially true if you are flanking them. Threat reduction: 25% Flanking threat reduction: 100% Cunning +3 |
Fallback Plan |
Activated Activation: 35 stamina Duration: 15 seconds Cooldown: 32s Requires: Opportunity Knocks |
You place a thieves' lantern to mark a fallback location before heading into battle. When the fight gets ugly, you leap back to safety, as healthy as you were when you placed the marker. |
Fallback Plan's cooldown is reduced to 24s in multiplayer
Bait and Switch Upgrade Requires: Fallback Plan |
You can fight for a longer period of time before leaping back, and you pull your closest enemy with you. Duration Bonus: 5 seconds |
Evasion |
Passive | They can't hit what they can't see. Your deceptive fighting style gives you a chance to dodge enemy attacks, taking no damage. Chance to activate: 10% Dexterity +3 |
Gallery[]
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