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Revision as of 13:49, 11 August 2015
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Pala is a player-controlled protagonist in Dragon Age: Inquisition's multiplayer.
Background
The Silent Sisters of Orzammar are an order of zealous female Dwarven warriors who follow the example of Paragon Astyth the Grey. Upon gaining membership into the order, each sister cuts out her own tongue to show her complete dedication to the art of war. When she learned of the Inquisition and its seemingly endless battle against Demons, traitors, and monsters, Pala gladly accepted exile and the loss of her caste to go to the surface. There is no better place to master her art.
Playstyle
Pala has a unique style that combines warrior and rogue abilities and traits, allowing her to rush into the front lines and strike multiple enemies at once. Like the Katari, Pala builds Guard on each hit, making her much more durable than other Damage specialists, particularly Argent and Luka.
Initial equipment
Weapons | Inquisition Dagger Inquisition Dagger |
Armor | Silent Sister's Cuirass |
Abilities
Silent Fury
Throwing Blades |
Activated Activation: 50 stamina Duration: 8s Cooldown: 12s |
You hurl a group of knives at all nearby targets, ripping through their armor and leaving it sundered. |
Precision Targeting Upgrade Requires: Throwing Blades |
When facing fewer targets, you group your knives so that the more blades that hit a single target, the more damage they inflict. Damage bonus: 25% This bonus stacks |
Unforgiving Chain |
Passive | Your daggers blur, a dance of deadly pain. Each strike adds to your critical hit chance. After a critical attack, your chain resets as you begin another dance. Critical hit chance: 2% Dexterity +3 |
Spinning Blades |
Activated Activation: 65 stamina Cooldown: 16s Requires: Daggers |
You lash out with a set of slashing blows that bring you in and drive your target back. |
Neverending Spin Upgrade Requires: Daggers |
The number of your deadly slashes grows when you connect with earlier attacks. Additional hits: 4 |
Flashing Steel |
Activated Activation: 35 stamina Cooldown: 10s |
You lash out around you with both daggers, hitting all enemies in melee range. |
Defensive Spin Upgrade Requires: Flashing Steel |
You gain Guard for every enemy struck by Flashing Steel Guard per enemy 6% |
Lunge and Slash |
Activated Activation: 35 stamina Cooldown: 8s Requires: Shield |
You lunge forward, then spin with a slashing strike if your first blow connects. You can use this attack to close with opponents. |
Great Lunge Activated Range: 4 meters Requires: Lunge and Slash |
The farther you lunge before striking your target, the more damage you do to them. Damage bonus: 75% at 5 meters Damage bonus: 250% at 10 meters |
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 |
Shadow Strike |
Activated Activation: 20 stamina Cooldown: 16s |
You launch a surprise attack on your target. If you strike an enemy that did not have you targeted, you regain stamina. |
Shielding Shadows Upgrade Requires: Shadow Strike |
If you hit an enemy with Shadow Strike and have not taken damage recently, you gain a major bonus to your guard. Guard Amount generated: 30% |
This section is incomplete and requires expansion. |
Deep Roads Survivor
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% |
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. |
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 |
Parry |
Activated Activation: 10 stamina Requires: Daggers |
You quickly block a strike made by your foe, then counter as their own defenses fall. |
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 |
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 |
Turn the Bolt |
Passive | Your expertise with the shield protects you from ranged attacks from the front. Damage reduction: 50% Constitution +3 |
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 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. |
Salty Sea Dog |
Passive Range: 5 meters |
When there are enemies nearby, your defenses increase. When there are no enemies nearby, your stamina generation increases. Damage reduction: 5% per enemy Stamina generation rate bonus: 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. |
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 |
Grisly Mutilation |
Passive | Killing an enemy has a chance to cause fear in nearby enemies Fear Chance: 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. |
Terrifying Fury |
Passive Size: 10m Requires: Blood Frenzy |
Your critical strikes have a chance to cause a gory mess and send nearby enemies fleeing in a panic. Fear Chance: 25% Fear Duration: 6 seconds Cunning +3 |
Unyielding |
Passive Cooldown: 60s Requires: Resilience |
An attack the would bring you down instead leave you with a small amount of health, and you are immune to all damage for a short time. Invulnerability for 5s Constitution +3 |
This section is incomplete and requires expansion. |
Gallery
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