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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 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[]

Weapons Inquisition Dagger Inquisition Dagger Inquisition Dagger Inquisition Dagger
Armor Silent Sister's Cuirass Silent Sister's Cuirass

Abilities[]

Note: click expand to see the full list of abilities
Note: Not all of these abilities have the same preceding requirements as in single player.

Silent Fury[]

Silent Fury Skill Set Image

Silent Fury Skill Set

Throwing Blades 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 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 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 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 Neverending Spin
Upgrade
Requires: Daggers
The number of your deadly slashes grows when you connect with earlier attacks.

Additional hits: 4
Flashing Steel Flashing Steel
Activated
Activation: 35 stamina
Cooldown: 10s
You lash out around you with both daggers, hitting all enemies in melee range.
Defensive Spin Defensive Spin
Upgrade
Requires: Flashing Steel
You gain Guard for every enemy struck by Flashing Steel

Guard per enemy 6%

Lunge and Slash 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 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 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 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 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 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 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 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 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 Dance of Death
Passive You regain Stamina with every kill, the better to continue your assault.

Stamina restored: 50
Dexterity +3
Disable Disable
Passive
Duration: 10s
Critical Hits on an enemy reduces their damage for a short time.

Damage Reduction: 15%
Dexterity +3
Hidden Blades 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 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 Furious Blows
Passive
Duration: 8s
Your movement speed increases after you land a critical hit.

Speed Bonus: 50%
Cunning + 3
Deathblow 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 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 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[]

Deep Roads Survivor

Deep Roads Survivor Skill Set

Charging Bull 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 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 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 Roll with It
Upgrade
Requires: Combat Roll
You can now use Combat Roll to recover from most disabling conditions.

Removes most disabling conditions
Bulwark 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 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 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 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 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 Turn the Bolt
Passive Your expertise with the shield protects you from ranged attacks from the front.

Damage reduction: 50%
Constitution +3
Cutting Words 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 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 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 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 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 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 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 Grisly Mutilation
Passive Killing an enemy has a chance to cause fear in nearby enemies

Fear Chance: 20%
Strength +3
War Horn 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 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 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 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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