A front line fighter who specializes in martial combat.
Stance | Captain ability | Effect | Notes |
---|---|---|---|
Adrenaline | Yes |
+100 Stun Evasion +10% Damage Modifier |
This the go-to stance for dealing damage, or avoiding losing turns to stun. |
Guard | Yes | Decreases damage to the back line. | Useful if you have two or more allies in the back row. Inefficient if used to protect only one ally, except in extreme circumstances.
Guarded Passive Condition
|
Sweeping Strikes | No |
Attacks cannot be evaded +2 Quickness +10 Accuracy |
Use this against evasive enemies, or if you are worried about missing some of your Cleave targets. |
Skill |
Power Action |
Description | Effects & Notes |
Strike |
0 Full |
Melee attack with equipped weapon. Inflicts _ damage.
Scales with Weapon Damage. |
Requires an equipped melee weapon. |
Power Attack |
40 Full |
Weapon attack for 130% damage.
Scales with Weapon Damage. |
Requires an equipped weapon. Sometimes means the difference between an enemy seeing another turn or not. Stacks nicely with the cleric's Anoint. |
Cleave |
60 Full |
Strikes all enemies in melee range for 80% weapon damage.
Scales with Weapon Damage. |
Requires an equipped melee weapon. Put your warrior front and center, and this will allow him to sweep the entire enemy front line. Anoint highly recommended. |
Kick |
35 Half |
Quick attack against a nearby enemy for _ damage. If it connects, the target is pushed back. Scales with STR. |
Handy for getting front line foes out of reach of your allies. |
Resolve |
20 Half |
Recover _ health. Remove negative Mental and Wound conditions. Scales with END. |
Sometimes this will be just enough to keep your warrior alive until the cleric or ranger can cast a proper healing spell. |
Hold The Line |
30 Full |
All allies in the front line of the formation are healed for _ and their Damage Protection is increased. Scales with INT. |
Good for shrugging off area spells and keeping your party alive against hard-hitting front line foes.
Hold The Line Mental Condition
|
Push Harder |
10 Half |
Target ally takes damage equal to 20% of their maximum health, but their power increases by 40. |
This is really nice to use on your rogue or mage since they have strong attacks that cost a lot of power, and they generally have low health totals anyway, so healing them is not difficult, and they don't lose a lot in the first place.
Push Harder Mental Condition
Removed after action |
Shield Wall |
60 Full |
The warrior gains damage resistance and enemies will focus attacks on him. |
Requires an equipped shield.
Very effective if the warrior is geared well, especially since shields grant so much armor rating. Shield Wall Passive Condition
Removed after action Removed on stun |
Charge |
35 Full |
Charging weapon attack against a distant enemy in the same row, inflicting _ damage. There must be a clear space between the warrior and the target. Target's current action is reduced. Scales with Weapon Damage. |
Requires an equipped melee weapon.
Situationally useful and a very powerful attack. |
Bloodlust |
20 Full |
Weapon attack for _ damage. If the target is killed by this attack, the user gains increased power regeneration for a time. Scales with Weapon Damage. |
Requires an equipped weapon.
Great for finishing a target off, and the buff is very useful. Bloodlust Mental Condition
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