Wiki / Classes & abilities / Warrior
| Role | Armour worn | Trainer |
|---|---|---|
| Tank / DPS | Cloth, Leather, Mail, Plate | Bran Hearthward |
Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.
Abilities (18)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
A rim-first blow that hits hard and leaves the foe dazed for a moment.
A: Ringing Daze. The daze lasts 2.5 s instead of 1.5, but the blow is a third lighter and the cooldown is 14 s.
B: Rim-Breaker. A third harder and gives 15 Grit, but no daze.
A bellowed shout that drags every nearby foe onto you for several seconds, with a modest blow.
A: Gathering Roar. Radius 6 instead of 4 (the taunt still lasts 6 s), but no blow.
B: War Roar. The taunt lasts only 2 s, but the blow is twice as hard and gives 10 Grit for each foe it lands on.
A tank stance: you draw far more threat and set your guard (+15% armor). Use again to leave it.
A: Rooted Guard. +25% armour instead of +15%, but you move 10% slower while in it. The threat stays.
B: Warband Stance. A damage stance: no extra threat and no armour, but +20% physical damage and +2 Grit for every weapon hit while in it.
A sharp rap to the jaw or wrist that breaks a foe's cast and locks that ability for a moment.
A: Ringing Rap. A cast you cut stays locked 2 s longer and the foe is taunted onto you for 3 s. Cooldown 17 s instead of 14.
B: Grit Rap. A rap that cuts a cast short gives 20 Grit.
Hardens your hide into plate for a long stretch, a steady wall against blows.
A: Brief Vow. Twice the armour for 5 s instead of 12. Cooldown 20 s instead of 25.
B: Thornhide. 40% less armour, but foes that strike you take a small hit (a quarter of your weapon blow, once a second each).
Steadies your ranks with quicker feet and a firmer guard for a short while.
A: Iron Cry. Twice the armour, but no speed.
B: Charging Cry. Twice the speed (+50%), but no armour: a gap-closer.
A counter-shove that bruises the foe and drags its pace down for a few seconds. Spends 30 Grit.
A: Shoulder Check. Knocks the foe down for 1 s instead of the slow, but the blow is a quarter lighter.
B: Gravel Spite. Spends all your Grit (30 or more): +1% damage for every point over 30, but no slow.
A wide scything arc around the target that strikes every foe standing close by.
A: Full Circle. Strikes every foe around you (2 tiles, no target needed) with double threat, but 15% lighter.
B: Reaping Cut. The target only, 40% harder, and gives 10 Grit.
Raises a shield of living oak that soaks up a large share of incoming harm.
A: Green Oak. The ward is 40% smaller, but the cooldown is 12 s instead of 20: up more often.
B: Splintering Oak. The ward is a quarter smaller; when it breaks it bursts into every foe within 2 tiles for its full size.
Lays a pledged shield over an ally, catching a good share of their next wounds.
A: Quick Pledge. No cast time, but the ward is 30% smaller.
B: Avenging Pledge. The ward is 30% smaller; when it breaks, your next weapon blow within 6 s hits 40% harder.
Plants your feet for a few seconds of being untouchable while every foe nearby turns on you.
A: Long Stand. 6 s untouchable instead of 4, but you are rooted for all of it.
B: Defiant Stand. Only 2 s untouchable (the 4 s taunt stays), then +20% damage for 8 s.
A war-cry from the deep chest that pulls every foe in a wide ring onto you for eight seconds.
A: Deep Bellow. Radius 7 instead of 5, but the cooldown is 30 s instead of 25.
B: War Bellow. The taunt lasts 3 s instead of 8; the blow is 1.2x instead of 0.7x and the foes take 10% more damage for 6 s.
Root yourself like old oak: a heavy plate of armor and a thick ward for ten seconds. The big defensive cooldown.
A: Deep Roots. Half again as much armour and ward, but you are rooted for its 10 s.
B: Sapling. Half the armour and ward, but a 45 s cooldown instead of 90.
A two-handed overhead blow that splits stone and shield alike. Heavy single-target damage.
A: Stone-Splitter. 1.4x instead of 1.7x, but the foe takes 10% more damage from everyone for 6 s.
B: Headsman. +40% on a foe under 30% health, 15% less otherwise.
Lower your shoulder and crash into a foe a few strides off, stunning it for a moment.
A: Bull Charge. Range 3 instead of 4; knocks the foe down for 2 s instead of 1.5. Cooldown 26 s instead of 20.
B: Long Charge. Range 7: you crash in beside the foe and hit 1.5x instead of 1.3x, but no daze.
Spin your weapon in a full ring and strike every foe at your feet.
A: Holding Whirl. Double threat, but 0.9x instead of 1.1x.
B: Grit Whirl. 0.9x instead of 1.1x, but 5 Grit for each foe struck.
Throw your guard over an ally and catch a large share of the blows meant for them.
A: Bracken Wall. The ward covers you too, each 40% smaller.
B: Shared Thorns. The ward is 30% smaller; foes striking the ally take a small hit (a quarter of your weapon blow, once a second each).
A crushing, ground-shaking blow that also drags down the foe's pace.
A: Hollow Toll. Knocks the foe down for 1.5 s instead of the slow. Cooldown 22 s instead of 16.
B: Earthshaker. Foes within 2 tiles of the target take half the blow too, but no slow.
Passives (6)
+2 armor and +5% maximum health.
+5% physical power.
Stand like a cairn: +3 armor and +3% maximum health.
The beat of the fight sits in your arms: +6% physical power.
Deep roots, deep reserves: +6% maximum health.
You have outlasted worse: +4 armor.