Level | Ability | |
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1 | Overpower A melee attack that does some extra damage. |
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2 | Bash An attack that knocks the enemy down and stuns them for a short duration. |
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3 | Hold the Line Grants a chance to increase hate with any opponent that damages the guardian. |
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3 | Taunting Blow A melee attack that increases the target's hate towards the guardian if it hits. |
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4 | Forward Charge Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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4 | Armored Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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5 | Gut Kick An extra high damage single enemy attack. |
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5 | Fighting Chance Allows a fighter to begin a heroic opportunity. |
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6 | Overpower II A melee attack that does some extra damage. |
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7 | Assault A melee attack that strikes nearby enemies surrounding the guardian. |
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8 | Bash II An attack that knocks the enemy down and stuns them for a short duration. |
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9 | Call to Arms Increases the offensive combat skills of the guardian's group. |
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10 | Taunting Blow II A melee attack that increases the target's hate towards the guardian if it hits. |
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11 | Ruin A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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12 | Battle Cry Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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13 | Hunker Down Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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14 | Sever A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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15 | Hold the Line II Grants a chance to increase hate with any opponent that damages the guardian. |
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16 | Forward Charge II Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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16 | Armored II Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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17 | Concussion A melee attack that deals crushing damage and reduces target's casting skills. |
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17 | Provoke III Interrupts the target and increases their hate towards the guardian. |
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18 | Battle Tactics Increases the maximum health of the guardian's group. |
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19 | Gut Kick II An extra high damage single enemy attack. |
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20 | Sentinel Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. This ability cannot be used on Fighters or Scouts. |
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20 | Intercept II Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take for a single hit. If the protected ally is low on health when this ability is cast, the fighter can absorb two hits. |
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21 | Assault II A melee attack that strikes nearby enemies surrounding the guardian. |
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21 | Never Surrender Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill. |
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21 | Moderate Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. |
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22 | Slam A high damage crushing melee attack. |
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22 | Shout II Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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23 | Call to Arms II Increases the offensive combat skills of the guardian's group. |
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24 | Call of Shielding Increases the defense skill and health of all the Guardian's allies. |
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24 | Taunting Blow III A melee attack that increases the target's hate towards the guardian if it hits. |
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25 | Rescue Greatly increases the target's hate towards the fighter. |
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25 | Ruin II A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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26 | Precise Strike A very accurate melee attack that rarely misses. |
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26 | Battle Cry II Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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27 | Bash III An attack that knocks the enemy down and stuns them for a short duration. |
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27 | Hunker Down II Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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28 | Iron Will Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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28 | Sever II A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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29 | Hold the Line III Grants a chance to increase hate with any opponent that damages the guardian. |
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29 | Overpower III A melee attack that does some extra damage. |
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30 | Forward Charge III Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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30 | Armored III Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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31 | Provoke IV Interrupts the target and increases their hate towards the guardian. |
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31 | Concussion II A melee attack that deals crushing damage and reduces target's casting skills. |
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32 | Plant Increases the guardian's hate with targets near them. The enemies will be forced to target the guardian. |
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32 | Never Surrender II Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill. |
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33 | Battle Tactics II Increases the maximum health of the guardian's group. |
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33 | Gut Kick III An extra high damage single enemy attack. |
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34 | Sentinel II Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. This ability cannot be used on Fighters or Scouts. |
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34 | Intercept III Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take for a single hit. If the protected ally is low on health when this ability is cast, the fighter can absorb two hits. |
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35 | Assault III A melee attack that strikes nearby enemies surrounding the guardian. |
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35 | Moderate II Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. |
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35 | Unyielding Will Allows a warrior to be healed and placed at Death's Door for a short time after death. When Death's Door wears off the warrior dies. |
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36 | Shout III Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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36 | Slam II A high damage crushing melee attack. |
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37 | Call to Arms III Increases the offensive combat skills of the guardian's group. |
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38 | Call of Shielding II Increases the defense skill and health of all the Guardian's allies. |
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38 | Taunting Blow IV A melee attack that increases the target's hate towards the guardian if it hits. |
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39 | Ruin III A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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40 | Precise Strike II A very accurate melee attack that rarely misses. |
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40 | Retaliate A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. |
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40 | Battle Cry III Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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41 | Bash IV An attack that knocks the enemy down and stuns them for a short duration. |
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41 | Hunker Down III Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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42 | Sever III A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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42 | Iron Will II Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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43 | Hold the Line IV Grants a chance to increase hate with any opponent that damages the guardian. |
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43 | Overpower IV A melee attack that does some extra damage. |
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44 | Forward Charge IV Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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44 | Taunting Assault An area of effect melee attack that increases the target encounter's hate towards the guardian. |
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44 | Armored IV Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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45 | Concussion III A melee attack that deals crushing damage and reduces target's casting skills. |
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45 | Provoke V Interrupts the target and increases their hate towards the guardian. |
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46 | Never Surrender III Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill. |
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46 | Plant II Increases the guardian's hate with targets near them. The enemies will be forced to target the guardian. |
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47 | Battle Tactics III Increases the maximum health of the guardian's group. |
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47 | Gut Kick IV An extra high damage single enemy attack. |
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48 | Sentinel III Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. This ability cannot be used on Fighters or Scouts. |
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49 | Moderate III Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. |
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49 | Assault IV A melee attack that strikes nearby enemies surrounding the guardian. |
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50 | Slam III A high damage crushing melee attack. |
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50 | Guardian Sphere Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member or guardian would otherwise take. |
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50 | Shout IV Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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51 | Call to Arms IV Increases the offensive combat skills of the guardian's group. |
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52 | Taunting Blow V A melee attack that increases the target's hate towards the guardian if it hits. |
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52 | Call of Shielding III Increases the defense skill and health of all the Guardian's allies. |
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52 | Reinforcement Increases the hate position of the guardian for every enemy the guardian successfully attacks. |
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53 | Ruin IV A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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54 | Battle Cry IV Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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54 | Precise Strike III A very accurate melee attack that rarely misses. |
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54 | Retaliate II A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. |
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55 | Bash V An attack that knocks the enemy down and stuns them for a short duration. |
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55 | Sentry Watch Allows the guardian to intervene and reduce the damage that would have otherwise killed an ally in the group for a short duration. This also increases the enemy's hate towards the guardian when this effect triggers. |
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55 | Hunker Down IV Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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56 | Iron Will III Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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56 | Sever IV A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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57 | Hold the Line V Grants a chance to increase hate with any opponent that damages the guardian. |
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57 | Overpower V A melee attack that does some extra damage. |
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58 | Armored V Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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58 | Forward Charge V Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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58 | Taunting Assault II An area of effect melee attack that increases the target encounter's hate towards the guardian. |
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58 | Tower of Stone Allows the guardian to use a tower shield to absorb all damage they would have otherwise received if the damage was greater than 10% of their total health for up to 4 hits. |
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59 | Concussion IV A melee attack that deals crushing damage and reduces target's casting skills. |
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59 | Provoke VI Interrupts the target and increases their hate towards the guardian. |
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60 | Plant III Increases the guardian's hate with targets near them. The enemies will be forced to target the guardian. |
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60 | Never Surrender IV Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill. |
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61 | Battle Tactics IV Increases the maximum health of the guardian's group. |
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61 | Gut Kick V An extra high damage single enemy attack. |
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62 | Sentinel IV Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. This ability cannot be used on Fighters or Scouts. |
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63 | Moderate IV Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. |
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63 | Assault V A melee attack that strikes nearby enemies surrounding the guardian. |
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64 | Slam IV A high damage crushing melee attack. |
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64 | Shout V Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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65 | Decimate A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration. |
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65 | Call to Arms V Increases the offensive combat skills of the guardian's group. |
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66 | Taunting Blow VI A melee attack that increases the target's hate towards the guardian if it hits. |
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66 | Call of Shielding IV Increases the defense skill and health of all the Guardian's allies. |
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67 | Ruin V A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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68 | Battle Cry V Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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68 | Precise Strike IV A very accurate melee attack that rarely misses. |
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68 | Retaliate III A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. |
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69 | Hunker Down V Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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69 | Bash VI An attack that knocks the enemy down and stuns them for a short duration. |
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70 | Iron Will IV Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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70 | Guardian Sphere II Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to 6 sources of damage. |
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70 | Sever V A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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71 | Overpower VI A melee attack that does some extra damage. |
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71 | Taunting Assault III An area of effect melee attack that increases the target encounter's hate towards the guardian. |
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71 | Hold the Line VI Grants a chance to increase hate with any opponent that damages the guardian. |
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72 | Provoke VII Interrupts the target and increases their hate towards the guardian. |
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72 | Forward Charge VI Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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72 | Armored VI Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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73 | Battle Tactics V Increases the maximum health of the guardian's group. |
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73 | Plant IV Increases the guardian's hate with targets near them. The enemies will be forced to target the guardian. |
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73 | Concussion V A melee attack that deals crushing damage and reduces target's casting skills. |
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74 | Gut Kick VI An extra high damage single enemy attack. |
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75 | Assault VI A melee attack that strikes nearby enemies surrounding the guardian. |
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76 | Call to Arms VI Increases the offensive combat skills of the guardian's group. |
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76 | Slam V A high damage crushing melee attack. |
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76 | Shout VI Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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77 | Ruin VI A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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77 | Call of Shielding V Increases the defense skill and health of all the Guardian's allies. |
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77 | Taunting Blow VII A melee attack that increases the target's hate towards the guardian if it hits. |
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78 | Decimate II A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration. |
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78 | Retaliate IV A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. |
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78 | Precise Strike V A very accurate melee attack that rarely misses. |
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79 | Battle Cry VI Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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79 | Hunker Down VI Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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79 | Bash VII An attack that knocks the enemy down and stuns them for a short duration. |
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80 | Iron Will V Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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80 | Guardian Sphere III Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member or guardian would otherwise take. |
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80 | Sever VI A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |
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80 | Recapture Recapture increases the hate position of all your fighter allies and reduces the hate position of non-fighter group members against your enemies. |
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81 | Overpower VII A melee attack that does some extra damage. |
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81 | Hold the Line VII Grants a chance to increase hate with any opponent that damages the guardian. |
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81 | Taunting Assault IV An area of effect melee attack that increases the target encounter's hate towards the guardian. |
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82 | Provoke VIII Interrupts the target and increases their hate towards the guardian. |
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82 | Forward Charge VII Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardian's primary offensive stance. |
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82 | Armored VII Greatly increases agility, defense, parry, aggression, base avoidance, physical and spell damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
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83 | Battle Tactics VI Increases the maximum health of the guardian's group. |
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83 | Plant V Increases the guardian's hate with targets near them. The enemies will be forced to target the guardian. |
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83 | Concussion VI A melee attack that deals crushing damage and reduces target's casting skills. |
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84 | Gut Kick VII An extra high damage single enemy attack. |
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85 | Assault VII A melee attack that strikes nearby enemies surrounding the guardian. |
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86 | Call to Arms VII Increases the offensive combat skills of the guardian's group. |
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86 | Shout VII Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. |
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86 | Slam VI A high damage crushing melee attack. |
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87 | Taunting Blow VIII A melee attack that increases the target's hate towards the guardian if it hits. |
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87 | Call of Shielding VI Increases the defense skill and health of all the Guardian's allies. |
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87 | Ruin VII A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit. |
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88 | Retaliate V A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. |
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88 | Decimate III A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration. |
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88 | Precise Strike VI A very accurate melee attack that rarely misses. |
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89 | Battle Cry VII Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. |
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89 | Hunker Down VII Increases the physical mitigation of the guardian in exchange for decreased attack speed. Also grants a chance to root any opponent the guardian strikes in melee. |
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89 | Bash VIII An attack that knocks the enemy down and stuns them for a short duration. |
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90 | Iron Will VI Increases the guardian's stamina and spell resistance. Additionally, this reduces the effect of snares on the guardian. |
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90 | Sever VII A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. |