Far Reach

**Far Reach** is one of Emily's powers in "Dishonored 2". The power is bestowed upon Emily if she accepts the Mark of the Outsider during her first encounter with the Void. It costs 1 rune and there are three possible upgrades available.

Press  to rapidly pull yourself toward the targeted surface. Use *[F]* to cancel.

Primarily a means of locomotion, Far Reach is also useful for avoiding enemies. Aim the power at the ground or a structure in front of you to pull yourself forward rapidly, or cast it at overhead ledges to pull yourself upward. Far Reach can be used to move through glass, breaking it.

If the power is used in Stealth Mode, your movement ends without further forward momentum.

The mana cost for using the power is low, so the recharging portion of the mana bar will allow you to Far Reach even when you have no elixirs.

## Upgrades

Upgrading this power changes some of its basic functionality.

### Level 1

* Pull Objects   Pull objects toward you and catch them in midair. Cost 2 runes
* Decelerate   If you are falling, time is slowed as you aim Far Reach. Cost 2 runes

### Level 2

* Pull Enemies   Pull enemies toward you, and kill or incapacitate them in midair. Cost 4 runes

## Strategic Tips

Pirmarily a means of locomotion. **Far Reach** is also useful for avoiding enemies. Aim the power at the ground or a structure in front of you to pull yourself forward rapidly, or cast it at overhead ledges to pull yourself upward. **Far Reach** can be used to move through glass. Breaking it.

Upgrade **Far Reach** to pull enemies and objects toward you.

If the power is used in Stealth Mode, your movement ends without further forward movement.

## Bonecharms

* Fading Light
* Invisible Thread
* Stolen Breath

## History

When Arkane started *Dishonored 2*, it didn’t begin with the idea of making a unique navigational alternative to Corvo’s Blink skill. But as it tinkered with **Far Reach**, it realized the supernatural grappling hook bestowed to Emily could double as a creative movement mechanic.

This ability is a bit more versatile, but not as instantly powerful as Blink. The skill is not a teleportation power; you must physically grab something to pull Emily toward it. Emily zips across the screen quickly when moving, but enemies can still spot her during transit so you need to time your movements carefully. “For people who played the first Dishonored, there is an adaptation time,” Bakaba says. Smart players will survey their surroundings to find exit strategies should their cover get blown; since you can’t Blink out of sight, you may have to use Far Reach three or four times to lose your pursuers.

Far Reach isn’t just a movement mechanic. Players can upgrade the power to grab items and pull them to Emily, making scouring a room for items a much faster experience. Emily can also turn this power on its head and move out of the way when the grabbed item is hurling toward her to target an enemy instead. We saw this move during the demo when Emily flung an explosive canister of whale oil at a guard. Upgrade the power enough, and you can eventually pull enemies toward you to either use as a human shield or for a quick assassination.

## References

1. ↑ Breaking Down The New And Enhanced Powers Of Dishonored 2, *Gameinformer*