“...”
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 Pala learned of the Inquisition and its seemingly endless battle against demons, traitors, and monsters, the dwarf gladly accepted exile and the loss of her caste and become a surfacer.
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[]
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. |
Deals 150% weapon damage in multiplayer
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. |
Deals 100% weapon damage per hit in multiplayer
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% |
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 |
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 |
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 |
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 |
Dance of Death |
Passive | You regain Stamina with every kill, the better to continue your assault. Stamina restored: 50 Dexterity +3 |
Disable |
Passive Duration: 10s |
Critical Hits on an enemy reduces their damage for a short time. Damage Reduction: 15% Dexterity +3 |
Hidden Blades |
Activated Activation: 65 stamina Cooldown: 32s |
They'll swear you leapt from the shadows like the thrown blade and hit your target with a flurry of strikes from every angle... but its obvious that you were nowhere near them at the time. Number of Hits: 3 Damage per Hit: 300% weapon damage |
Overkill Upgrade Requires: Hidden Blades |
You use Hidden Blades faster and more easily, launching even more strikes on your victim. Cooldown Reduction: 4 seconds Additional Hits: 3 |
Furious Blows |
Passive Duration: 8s |
Your movement speed increases after you land a critical hit. Speed Bonus: 50% Cunning + 3 |
Deathblow |
Activated Activation: 50 stamina Cooldown: 8s Requires: Daggers |
You lash out hard with swift and deadly skill and then again against a wounded foe. |
Thrill of Victory Upgrade Requires: Daggers |
Your strike bites deeper, and if it should kill your target, there's no cooldown on Deathblow. Damage bonus: 100% |
Silent Sister |
Passive | While Pala uses weapons, she still honors the rigorous lessons that helped her and her fellow sisters destroy Darkspawn with their bare hands in the Deep Roads. Dexterity + 3 Cunning + 6 |
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% |
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 |
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 |
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 |
Gives 50% maximum guard bonus in multiplayer
Parry |
Activated Activation: 10 stamina Requires: Daggers |
You quickly block a strike made by your foe, then counter as their own defenses fall. |
Deals 200% weapon damage in multiplayer
Effortless Riposte Upgrade Requires: Daggers |
If you succeed in countering a blow, your Parry costs no stamina at all. Negates stamina cost if successful |
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. |
Cooldown reduced to 16s in multiplayer
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 |
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. |
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% |
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 |
Gives 50% maximum guard bonus in multiplayer
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. |
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% |
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 |
Gallery[]
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