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Warrior

The warrior holds a fight together by being the one worth hitting. Your blows draw 1.5× the threat of anyone else's at your level, so as long as you keep swinging, creatures stay on you.

Like every class, you have ten actions: four offensive (one of them an area), one defensive, a party buff, one for PvP, one that controls, one utility and one cooldown. Your attacks are the weapon swung harder. Cleave, your main attack, is 70% of your weapon's blow and comes round as fast as the weapon swings: a sword every 2 s, a greatsword every 3.2 s, so a heavier weapon makes a heavier Cleave less often. Rend adds the weapon's damage to its own and bleeds it out over a few seconds. Sunder is a lighter blow that taunts what it hits, pulling a loose creature back onto you. Out past your blade it still taunts, as a shout, but deals nothing, so you can pull a creature off a friend from across a room. Shield Wall softens what lands for a while. You start knowing Sunder and Shield Wall; Rend and then Cleave are learned on your skill tree. Battle Shout lifts the damage of everyone in your party within reach, and Hamstring cuts a foe's legs out from under it, slowing it, which is how you catch a player who runs.

Whirlwind spins your blade round you: every foe within 5 m bleeds its damage away over the next few seconds, with nothing selected. Challenging Shout is your area taunt: every creature within 10 m that you can see turns on you at once, which is how you take a whole pack off a priest. Charge runs you at the creature or player you have selected, up to 25 m away, much faster than you can sprint. With nothing selected it is greyed out. Recklessness is your cooldown: for 10 s your own blows land 30% harder.

The warrior's panel is an aggro table: every creature in the fight and who it is on. Anything that has got loose shows in red.

Abilities

In hotbar order. Every ability also waits on the 1 s global cooldown.

AbilityRoleDamageHealingCostCooldownEffect
SunderOffensiveweapon + 3—2 the weapon's6 sTurns the creature on you and brings its next swing in
RendOffensiveweapon + 6—2 the weapon's10 sThe damage bleeds away over 8 s in 4 ticks
CleaveOffensive70% of weapon—3 the weapon'sthe weapon's swing—
Shield WallDefensive——2 the weapon's30 sBlows taken are 50% lighter for 8 s
Battle ShoutParty buff——3 the weapon's45 sYour party in reach deals 15% more damage for 15 s
HamstringPvPweapon + 2—2 the weapon's12 sSlows the target by 50% for 8 s
WhirlwindOffensiveweapon + 4—4 the weapon's10 sThe damage bleeds away over 4 s in 2 ticks. On every foe within 5 m of you
Challenging ShoutControl——3 the weapon's30 sTurns the creature on you and brings its next swing in. On every foe within 10 m of you
ChargeUtility——2 the weapon's15 sRuns you at the target, up to 25 m away; nothing selected, nothing to charge
RecklessnessCooldown——2 the weapon's90 sYou deal 30% more damage for 10 s

Skill tree

A warrior starts knowing Sunder and Shield Wall, and learns the rest on its skill tree: a skill point every 2 levels, spent on an ability whose requirements it already knows. See Levelling.

AbilityRequiresTier
SunderKnown from the start1
Shield WallKnown from the start1
RendSunder2
Battle ShoutShield Wall2
CleaveRend3
WhirlwindRend3
ChargeBattle Shout3
HamstringBattle Shout3
Challenging ShoutWhirlwind4
RecklessnessCleave and Charge4

Attributes

Every class starts with 50 points, in a different shape. Each level grows each by a share of its level-1 value.

AttributeLevel 1Level 20
Stamina1441
Strength1338
Dexterity823
Intelligence515
Willpower1029

Starting kit

Wears Iron Sword, Linen Tunic, Linen Trousers, and carries Wooden Shield and Iron Dagger.

Dungeon sets

Epic armour only a warrior may wear, a piece at a time from a dungeon's keeper. See Gear and loot.