“Once, in the Deep Roads, I held off a group of darkspawn for two days.”
Korbin is a player-controlled protagonist in Dragon Age: Inquisition's multiplayer.
Background
Korbin is a highly regarded warrior from Orzammar who volunteered for the Legion of the Dead. As a result of the alliance between the dwarven king and the Inquisition, Korbin now fights on the surface against Thedas' greatest threats.
Involvement
During the main game Korbin 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 Longsword Inquisition Shield |
Armor | Legionnaire's Plate |
Abilities
Guardian
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 |
Shield Wall |
Activated Requires: Shield |
You stand firm and block incoming attacks at the cost of stamina. Each block adds to your guard. You move much more slowly while sustaining this ability. |
Chevalier's Step Activated Range: 4 meters Requires: Shield Wall |
When you use Shield Wall, your movement is not slowed as much. You also protect nearby allies by giving them improved armor. Range: 4 meters Armor Bonus: 30% |
Turn the Bolt |
Passive | Your expertise with the shield protects you from ranged attacks from the front. Damage reduction: 50% Constitution +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. |
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 |
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 |
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 |
Balanced Combat |
Passive | Your next basic attack after successfully blocking gives bonus stamina. Stamina Restored: 10 Constitution +3 |
Biggest Threat |
Passive | You make yourself the biggest target on the battlefield, the warrior no enemy can ignore. Threat Increase: + 25% Constitution +3 |
Hardened (Ability) |
Passive | After years of battling through the Deep Roads, the legionnaire can endure even the worst fights. Strength + 3 Constitution +6 |
Untouchable Defense |
Passive | They can't kill what they can't hit. You get a bonus to your maximum guard. Maximum Guard bonus: 25% Constitution + 3 |
Livid |
Activated Range: 5m Duration: 15s Cooldown: 32s |
The more foes nearby, the harder you fight and the tougher you get. Damage reduction: 10% per enemy, up to 50% Damage bonus increased by: 10% per enemy, up to 50% |
Still Standing Upgrade Requires: Livid |
When you use Livid, you gain guard for each nearby enemy Guard Amount: 20% |
Turn the Blade |
Passive | Any blow you can see, you can turn aside. All damage coming from the front is reduced. Damage resistance: 20% Constitution + 3 |
War Cry |
Activated Activation: 35 stamina Duration: 4s Cooldown: 24s |
You taunt all nearby enemies with a shouted challenge, gaining extra guard for each enemy affected. |
Call to Arms Upgrade Requires: War Cry |
You draw strength from your War Cry, improving your armor for the coming fight. Armor bonus: 200% Duration: 10 seconds |
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 |
Trust the Steel |
Passive | You know how to make the most of your equipment, gaining a bonus to armor when you have active guard. Armor bonus: 20% Constitution + 3 |
Walking Fortress |
Activated Duration: 8s Cooldown: 32s Requires: Unyielding |
You may not be able to hold them off forever, but right now, nothing can touch you. You have complete immunity for a short time. |
Siege-Breaker Upgrade Requires: Walking Fortress |
Every attack that strikes you while Walking Fortress is active increases your guard. Guard amount: 10% |
Bulwark |
Passive Requires: Line in the Sand |
You stand all the stronger to finish the fight, gaining a bonus to your maximum guard. Maximum Guard Bonus: +25% Constitution +3 |
Combined Arms
(A): Active ability (P): Passive ability
Korbin begins the game with Shield Wall and Payback Strike already trained.
Guardian
(A) Shield Wall: You stand firm and block incoming attacks at the cost of stamina. Each block adds to your guard. You move much more slowly while sustaining this ability.
- Upgrade, Chevalier's Step: When you use Shield Wall your movement is not slowed as much. You are also protect nearby allies by giving them improved armor (Range: 4 meters, Armor Bonus: 30%)
- (P) Adamant: You've trained hard, and you know how to make the most of whatever armor you're wearing. Armor Bonus: +20%, Constitution: +3
- (P) Turn the Bolt: Your expertise with the shield protects you against ranged attacks from the front. Damage reduction: 50%, Constitution +3
(P) Resilience: You don't flinch, don't blink, and don't back down. Enemies that hit you with melee attacks are staggered by recoil. Stun change: 5%, Stun duration: 2 seconds, Constitution +3.
- (A)Challenge: Your powerful shout carries across the battlefield, taunting a targeted enemy and improving your guard. Duration: 8 seconds, Guard +10%, Cooldown: 16 seconds, Cost: 20 Stamina.
- Upgrade, Throw the Guantlet: Successfully hitting a target with Challenge gets your blood pumping, temporarily increasing your stamina regeneration. +15 Stamina per second (unknown duration, probably tied to Challenge).
- (A) Combat Roll: 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. Cooldown: 2 seconds, Cost: 20 stamina.
- Upgrade, Roll with It: You can now use Combat Roll to recover from most disabling conditions (will update later with list of known conditions).