“This Inquisition must be desperate, recruiting the way they do. Just look at us.”
The Katari (lit. "One who brings death" in Qunlat) is a Tal-Vashoth mercenary fighting for the Inquisition, and one of the player-controlled protagonists in Dragon Age: Inquisition's multiplayer.
Background[]
Katari was once a member of the Antaam[1], but he became disillusioned with the Qun after spending a great deal of time living in human lands. After fleeing from his commanders, however, he found it difficult to find his own way after years of being forced to follow orders. Like many who have left the Qun, Katari made use of the fighting skills learned under the Qun and became a mercenary for hire. He joined the Inquisition when it sent out the call for able-bodied soldiers.
Involvement[]
Though Katari 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[]
Since patch 6 the Katari has increased starting health and generates guard on hit.
Onslaught[]
Charging Bull |
Activated Activation: 5 stamina per sec Cooldown: 8s |
You slam into enemies, increasing your guard and knocking them down as you break through their lines. Guard per ennemy: 10% |
Gore and Trample Upgrade Duration: 6s Requires: Charging Bull |
After you finish your charge, your next ability costs no stamina. Next ability costs no stamina |
Mighty Blow |
Activated Activation: 50 stamina Cooldown: 16s Requires: A two-handed weapon |
You deliver a powerful attack that crumples foes, leaving them knocked down for a short time. |
Easy Target Activated Requires: Mighty Blow |
Might Blow costs less stamina and deals increased damage against targets that have been knocked down. Cost reduction: 15 stamina Damage bonus: 300% |
Clear a Path |
Passive | Hitting multiple targets with a single swing of your weapon restores your stamina for each extra target. Stamina restored: 10% Strength + 3 |
Pommel Strike |
Activated Activation: 35 stamina Duration: 3s Cooldown: 20s Requires: A two-handed weapon |
You lash out with a fast strike that briefly stuns your target. |
Lightning Jab Activated Requires: Pommel Strike |
Pommel Strike hits harder and faster. Cooldown reduction: 4 seconds Damage bonus: 200% |
Grisly Mutilation |
Passive | Killing an enemy has a chance to cause fear in nearby enemies Fear Chance: 20% Strength +3 |
Warrior's Resolve |
Passive | You fight all the harder when you're hurting, gaining Stamina when you lose health. Stamina restored: 10% for every 10% Health lost Constitution + 3 |
Relentless |
Passive | The Katari was bred to kill, as he demonstrates with overwhelming physical prowess. Cunning + 4 Strength + 3 Constitution +2 |
Coup de Grace |
Passive | You deal more damage against enemies that are stunned or knocked down. Better them than you. Damage bonus: 30% Strength + 3 |
Flow of Battle |
Passive | Every critical hit reduces the cooldown times on your abilities, giving you the edge to finish off your enemy. Cooldown reduction: 1 second Strength + 3 |
Shield Breaker |
Passive Duration: 6s |
Your critical hits crack armor and rend shields, sundering your enemy's armor for a short time. Armor reduction: 20% Strength + 3 |
Whirlwind |
Activated Activation: 10 stamina Cooldown: 24s Requires: A two-handed weapon |
You spin with your weapon outstretched, cutting through any enemies in your path. |
Rising Winds Activated Requires: Whirlwind |
Whirlwind becomes more effective the longer you sustain it. Damage bonus per rotation: 15% |
Opportunist |
Passive | You have a greater chance of scoring a critical hit when attacking from behind. Critical Hit Chance: 15% Cunning + 3 |
Earthshaking Strike |
Activated Size: 12m Activation: 50 stamina Cooldown: 20s Requires: A two-handed weapon |
Your great blow tears open the ground with a shockwave that batters enemies caught in its path. |
Deals 200% weapon damage in multiplayer
Shattered Ground Activated Requires: Earthshaking Strike |
Flames erupt from the fissure left by Earthshaking Strike, damaging enemies that cross it. Duration: 8 seconds Burning: 20% weapon damage per second Burning duration: 8 seconds |
Deals 35% weapon damage in multiplayer
Scenting Blood |
Passive Range: 10m Requires: Fervor |
Being near a badly wounded enemy spurs you into a frenzy, driving you to move faster and giving you a better chance of striking deadly blows. Health Threshold: 35% Speed Bonus: 50% Critical Hit Chance Bonus: 10% Constitution +3 |
Fervor |
Passive Range: 10m Duration: 5s Requires: Ring of Pain |
When an enemy dies near you, the thrill of death spurs you to hit that much harder. Damage Bonus: +30% Duration: 5 seconds Strength +3 |
Piercing Blows |
Passive | Your attacks ignore a portion of your target's armor. Armor Penetration: 25% Strength + 3 |
Blood Frenzy |
Passive Requires: Ring of Pain |
They thought you'd get weaker once they wounded you. They were wrong. Damage Bonus: 5% for each 10% missing health Strength +3 |
Tactics[]
Block and Slash |
Activated Activation: 10 stamina Upkeep: 5 stamina per second Requires: A two-handed weapon |
You stand ready to deflect the next incoming attack and deliver a punishing counter to your attacker. |
Flawless Defense Activated Requires: Block and Slash |
Countering an enemy's attack now does bonus damage and adds to your guard. Damage bonus: 50% Guard amount: 15% |
Grappling Chain |
Activated Activation: 20 stamina Cooldown: 12s |
With a hooked chain and a lot of muscle, you drag your target into arm's reach. |
Give Them the Boot Upgrade Requires: Grappling Chain |
After Grappling Chain drags an opponent to you, you stun them with a hard kick. Damage: 200% weapon damage Stun duration: 3 seconds |
Adamant |
Passive Requires: Bulwark |
You've trained hard, and you know how to make the most of whatever armor you're wearing. Armor Bonus: 20% Constitution +3 |
Combat Roll |
Activated Activation: 20 stamina Cooldown: 2s |
You dive and roll to where the battle needs you to be, whether it's escaping from a group or moving to flank an opponent. |
Roll with It Upgrade Requires: Combat Roll |
You can now use Combat Roll to recover from most disabling conditions. Removes most disabling conditions |
Bear Mauls the Wolves |
Passive | Using techniques perfected by Orlesian chevaliers, you can't be flanked by enemies, and you're less likely to be staggered when hit from the front. Enemies no longer receive a bonus for flanking damage Constitution + 3 |
It'll Cost You |
Passive | Any foe that attacks you in melee is going to bleed for it, taking a portion of the damage they inflict. Damage returned: 50% Strength + 3 |
Resilience |
Passive Requires: Line in the Sand |
You don't flinch, don't blink, and don't back down. Enemies that hit you with melee attacks are staggered by recoil. Stun Chance: 5% Constitution +3 |
Hamstring |
Passive Duration: 3s |
When you attack a target from behind, you leave them slowed. Speed reduction: 50% Strength + 3 |
Deep Reserves |
Passive | You get your breath back faster than most. When your stamina is very low, it regenerates more quickly. Stamina generation rate bonus +50% when stamina below 50% Strength + 3 |
Crippling Blows |
Passive Duration: 10s |
You know how to take the fight out of foes. Your critical hits leave enemies weakened. The effect stacks. Damage reduction: 15% Strength + 3 |
Biggest Threat |
Passive | You make yourself the biggest target on the battlefield, the warrior no enemy can ignore. Threat Increase: + 25% Constitution +3 |
To the Death |
Activated Range: 15m Activation: 35 stamina Cooldown: 32s Requires: Adamant |
You taunt an enemy into a frenzy. Their damage output increases over time, but so does the damage they take. The effect ends if you get out of range. |
En Garde Upgrade Requires: To the Death |
While To the Death is active, your guard improves as your target takes damage and you correct weaknesses of your own. Guard amount: 25% |
Guard-Smasher |
Passive | You've learned how to batter through your enemy's defenses, doing more damage to their guard with every hit. Bonus damage vs. Guard: 100% Strength + 3 |
Challenge |
Activated Activation: 20 stamina Duration: 8s Cooldown: 16s |
Your powerful shout carries across the battlefield, taunting a targeted enemy and improving your guard. |
Has a 4s cooldown in multiplayer
Throw the Gauntlet Upgrade Requires: Challenge |
Successfully hitting a target with Challenge gets your blood pumping, temporarily increasing your stamina regeneration. Bonus regeneration: 15 stamina per second |
Cutting Words |
Passive | Your party does more damage to taunted targets as you rattle your enemies' nerves and goad them into mistakes that leave them open. Damage bonus: 20% Strength + 3 |
War Horn |
Activated Size: 8m Activation: 35 stamina Duration: 6s Cooldown: 24s |
Your war horn's blast puts fear into the hearts of your foes, leaving them panicked. |
Break Their Spirit Upgrade Requires: War Horn |
War Horn now shatters your enemy's guard, and panicked enemies are too shaken to defend themselves, leaving their armor sundered. Armor reduction: 20% Bonus damage vs. guard: 1,200% |
Gallery[]
References[]
- ↑ Dragon Age: The World of Thedas, vol. 2, p. 266
|