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Career icon Sword Master

Sword Master

Core abilities

Deflect Oil
Deflect Oil

Deflect Oil

Buff

Core Ability

Level 1

No AP Cost

Self

15s cast

30s cooldown

25% reduction in damage taken by Oil siege engines. You will also protect two other group mates within 30 feet. Only one effect of this type may be on a player at a time.

Modify War Engine
Modify War Engine

Modify War Engine

Buff

Core Ability

Level 1

No AP Cost

65ft range

Instant cast

30s cooldown

Only usable on Rams

You shield the Ram absorbing 1500 damage over the next 30 seconds.

Bulwark
Bulwark

Bulwark

Healing

Core Ability

Level 1

No AP Cost

5ft range

15s cast

5m cooldown

Only usable on Doors

Repairs a friendly keep door for 5% of it's total health over 15 seconds.

Flee
Flee

Flee

Buff

Core Ability

Level 1

No AP Cost

Self

Instant cast

40s cooldown

You run away from the battle in a mad panic, increasing your run speed by 30% for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.

Throw
Throw

Throw

Damaging

Core Ability

Level 1

20 Action Points

5 - 65ft range

1.0s cast

No cooldown

A basic throwing attack that inflicts 79 damage. Has a chance to deal 678 damage to a severely wounded target if you are behind them.

Guard
Guard

Guard

Buff

Core Ability

Level 1

No AP Cost

150ft range

Instant cast

No cooldown

Only usable on other players

You defend one of your groupmates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all hate that they cause will be redirected to you.

Damage received from this ability can be blocked or parried, unless the original attack was undefendable.

Sudden Shift
Sudden Shift

Sudden Shift

Defensive

Core Ability

Level 3

No AP Cost

250ft range

Instant cast

5s cooldown

Not Affected by Cooldown Reduction

With a graceful sweep, you quickly change your stance and prepare for battle.

No Balance: You gain Improved Balance.
Improved Balance: You gain Perfect Balance.
Perfect Balance: You gain Improved Balance.

Taunt
Taunt

Taunt

Debuff

Core Ability

Level 6

20 Action Points

65ft range

Instant cast

15s cooldown

You enrage your opponent, interrupting any currently building abilities and forcing monsters to attack you. While taunted your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times.
Does not affect damage procs.

Hold The Line!
Hold The Line!

Hold The Line!

Buff

Core Ability

Level 9

20 Action Points / Sec

Self

12s cast

No cooldown

Requires Shield

You focus your defenses against enemy fire, increasing your chances to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times.
This effect will end if you break your concentration, or run out of action points.

Juggernaut
Juggernaut

Juggernaut

Buff

Core Ability

Level 9

45 Action Points

Self

Instant cast

60s cooldown

You become filled with unstoppable power, removing all snaring, rooting, silencing, and disarming effects. For the next 5 seconds, roots and snares will have no effect on you.

Shatter Enchantment
Shatter Enchantment

Shatter Enchantment

Damaging

Core Ability

Level 15

25 Action Points

5ft range

Instant cast

5s cooldown

Target must have an Enchantment

A shattering attack that removes one Enchantment from your enemy and deals 119 damage.

Challenge
Challenge

Challenge

Debuff

Core Ability

Level 17

30 Action Points

Self

Instant cast

30s cooldown

You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal only 70% damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times.

Aethyric Grasp
Aethyric Grasp

Aethyric Grasp

Debuff

Core Ability

Level 20

30 Action Points

Self

Instant cast

60s cooldown

Roots up to 4 enemies within 25 feet of you, making them unable to move for 5 seconds. Root has a 50% chance to break whenever hit.

Morales

Rank 1

Demolishing Strike
Demolishing Strike

Demolishing Strike

Damaging

Core Ability

Level 8

Rank 1 morale

5ft range

Instant cast

60s cooldown

A powerful melee attack that reduces your target's armor by 1056 and deals 900 damage over 15 seconds

Champion's Challenge
Champion's Challenge

Champion's Challenge

Debuff

Core Ability

Level 16

Rank 1 morale

5ft range

Instant cast

60s cooldown

Both you and your target are held tightly in place for 10 seconds, and neither one of you can move.
This effect cannot be dispelled or broken.

Guard of Steel
Guard of Steel

Guard of Steel

Buff

Core Ability

Level 28

Rank 1 morale

Self

Instant cast

60s cooldown

Protective magic increases Toughness by 120 for 20 seconds for each group member within 100 feet.

Rank 2

Shield Wall
Shield Wall

Shield Wall

Buff

Core Ability

Level 12

Rank 2 morale

Self

Instant cast

60s cooldown

Requires Shield

For the next 10 seconds, your chance to block is almost guaranteed.

Raze
Raze

Raze

Buff

Core Ability

Level 20

Rank 2 morale

Self

3.0s cast

60s cooldown

You repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away, for as long as you maintain your concentration.

Wings of Heaven
Wings of Heaven

Wings of Heaven

Buff

Core Ability

Level 32

Rank 2 morale

65ft range

Instant cast

60s cooldown

You cannot perform this action while rooted
You cannot perform this action while airborne

You magically leap through the air towards your target. When you land, all enemies within 25 feet around you will become snared for 10 seconds, reducing their run speed by 30%.

Rank 3

Distracting Bellow
Distracting Bellow

Distracting Bellow

Buff

Core Ability

Level 24

Rank 3 morale

100ft range

Instant cast

60s cooldown

A loud shout that startles your target and all enemies within 25 feet of them, reducing their damage to 50% for 10 seconds.

Bladeshield
Bladeshield

Bladeshield

Buff

Core Ability

Level 36

Rank 3 morale

Self

Instant cast

60s cooldown

You become protected by a magical shell for a few moments which will strike back at any attacker for 600 damage and absorb up to 3600 damage for up to 10 seconds.

Rank 4

Immaculate Defense
Immaculate Defense

Immaculate Defense

Buff

Core Ability

Level 40

Rank 4 morale

Self

Instant cast

60s cooldown

An impressive display of defense which reduces incoming damage by 75% for both you and all group members within 100 feet of you for 10 seconds.

Tactics

Centuries of Training
Centuries of Training

Centuries of Training

Buff

Core Ability

Level 8

Tactic

Self

Passive

No cooldown

Upon striking a target with direct damage there is a 25% chance to inflict an additional 303 Spirit damage over 3 seconds.

Focused Offense
Focused Offense

Focused Offense

Buff

Core Ability

Level 13

Tactic

Self

Passive

No cooldown

You deal 15% more damage and all enemy monsters will hate you 15% less than normal, but your armor is reduced by 33%.
Does not affect damage procs.

Ensorcelled Agony
Ensorcelled Agony

Ensorcelled Agony

Buff

Core Ability

Level 15

Tactic

Self

Passive

No cooldown

Ensorcelled Blow will now cause an additional 365 Spirit damage over 5 seconds.

Rugged
Rugged

Rugged

Buff

Core Ability

Level 16

Tactic

Self

Passive

No cooldown

Increases Toughness by 160.

Bend the Winds
Bend the Winds

Bend the Winds

Buff

Core Ability

Level 17

Tactic

Self

Passive

No cooldown

Increases your Elemental resistance by 252.

Bolstering Enchantments
Bolstering Enchantments

Bolstering Enchantments

Buff

Core Ability

Level 21

Tactic

Self

Passive

No cooldown

When Blade Enchants trigger they will now restore 405 health over 10 seconds to your group members within 100 feet of you.

Discerning Offense
Discerning Offense

Discerning Offense

Buff

Core Ability

Level 23

Tactic

Self

Passive

No cooldown

Your attacks have a 10% reduced chance to be defended against.

Menace
Menace

Menace

Buff

Core Ability

Level 25

Tactic

Self

Passive

No cooldown

Enemy monsters will hate you 100% more than normal on all attacks.

Isha's Protection
Isha's Protection

Isha's Protection

Buff

Core Ability

Level 27

Tactic

Self

Passive

No cooldown

Heals are 20% more effective on you.

Unstoppable Juggernaut
Unstoppable Juggernaut

Unstoppable Juggernaut

Buff

Core Ability

Level 29

Tactic

Self

Passive

No cooldown

Juggernaut's cooldown is reduced to 40 seconds.

Potent Enchantments
Potent Enchantments

Potent Enchantments

Buff

Core Ability

Level 31

Tactic

Self

Passive

No cooldown

Blade Enchantments will also deal 392 Spirit damage over 9 seconds whenever they trigger.

Poised Attacks
Poised Attacks

Poised Attacks

Buff

Core Ability

Level 33

Tactic

Self

Passive

No cooldown

Attacks dealt from Improved or Perfect Balance are 10% harder to defend against.

Lingering Intimidation
Lingering Intimidation

Lingering Intimidation

Hex

Core Ability

Level 35

Tactic

Self

Passive

No cooldown

Intimidating Blow will now reduce your target's chance to Critically hit by 25% for 10 seconds.

Hoeth's Tempest
Hoeth's Tempest

Hoeth's Tempest

Buff

Core Ability

Level 35

Tactic

Self

Passive

No cooldown

Mighty Gale will now send the target to fly even further away from you. If wielding a Great Weapon, the cooldown of Mighty Gale and Gusting Wind is reduced by 10 seconds.

Impeccable Reactions
Impeccable Reactions

Impeccable Reactions

Buff

Core Ability

Level 37

Tactic

Self

Passive

No cooldown

Each time you parry an attack, you will also parry the next attack. This double parry can not occur more than once every 5 seconds.

Adept Movements
Adept Movements

Adept Movements

Buff

Core Ability

Level 39

Tactic

Self

Passive

No cooldown

Improved Stance abilities now cost 35% less AP.

Mastery abilities 26 points

Path of Khaine
?
A mastery path focused on offence and greatswords.

Whirling Geyser
Whirling Geyser

Whirling Geyser

Damaging

Path of Khaine

Level 31

Rank 4 morale

Self

Instant cast

60s cooldown

Requires Great Weapon

A spinning attack that inflicts 1200 damage to all enemies within 25 feet and then knocks them straight up.

Sapping Strike
Sapping Strike

Sapping Strike

Hex

Path of Khaine

Level 29

35 Action Points

5ft range

Instant cast

No cooldown

Requires Improved Balance
Leads to Perfect Balance
Requires Great Weapon

A targeted strike that saps the energy from your target, dealing 655 Spirit damage over 10 seconds and increases your chance to critically hit by 10% for 10 seconds. If you strike your target from behind you instantly deal an additional 231 Spirit damage.

Great Weapon Mastery
Great Weapon Mastery

Great Weapon Mastery

Buff

Path of Khaine

Level 27

Tactic

Self

Passive

No cooldown

When you are wielding a great weapon, your chance to parry is increased by 5% and all damage you deal is increased by 10%.
Does not affect damage procs.

Ether Dance
Ether Dance

Ether Dance

Damaging

Path of Khaine

Level 25

No AP Cost

5ft range

3.0s cast

8s cooldown

Requires Perfect Balance
Leads to Normal Balance
Requires Great Weapon

You focus on your target, slashing repeatedly for up to 3 seconds, striking them up to five times and dealing 258 Spirit damage with each hit.

Balanced Accuracy
Balanced Accuracy

Balanced Accuracy

Buff

Path of Khaine

Level 23

Tactic

Self

Passive

No cooldown

Increases your chance to critically hit by 10% while you have Improved Balance, or 20% while you have Perfect Balance.

Phoenix's Wing
Phoenix's Wing

Phoenix's Wing

Damaging

Path of Khaine

Level 21

40 Action Points

Self

Instant cast

No cooldown

Leads to Improved Balance

A broad slash that hits all opponents 25 feet in front of you for 175 Spirit damage.

Deep Incision
Deep Incision

Deep Incision

Buff

Path of Khaine

Level 17

Tactic

Self

Passive

No cooldown

Quick Incision will now inflict an additional 628 damage over 10 seconds.

Core
abilities
Quick Incision
Quick Incision

Quick Incision

Hex

Path of Khaine

Level 2

35 Action Points

5ft range

Instant cast

No cooldown

Requires Improved Balance
Leads to Perfect Balance

A rapid slash to your opponents legs that deals 156 damage and snares them by 40% for 10 seconds.

Blurring Shock
Blurring Shock

Blurring Shock

Hex

Path of Khaine

Level 3

No AP Cost

5ft range

Instant cast

No cooldown

Requires Perfect Balance
Leads to Normal Balance

A powerful slash that deals 194 Spirit damage. For the next 10 seconds, each time the target is critically hit, they take an additional 112 Spirit damage.

Gryphon's Lash
Gryphon's Lash

Gryphon's Lash

Damaging

Path of Khaine

Level 8

40 Action Points

5ft range

Instant cast

No cooldown

Leads to Improved Balance

A fierce attack that deals 194 damage and cannot be Blocked or Parried.

Nature's Blade
Nature's Blade

Nature's Blade

Buff

Path of Khaine

Level 9

55 Action Points

Self

Instant cast

No cooldown

You enchant your blade with the spirit of nature. All your melee attacks gain a 25% chance to randomly steal 120 stat points from targets within 30 feet of you for 10 seconds. During this time, both you and groupmates within 100 feet will benefit from the stolen stats.

You may only have 1 Blade Enchantment active at a time.

Wall of Darting Steel
Wall of Darting Steel

Wall of Darting Steel

Blessing

Path of Khaine

Level 40

20 Action Points / Sec

Self

20s cast

5s cooldown

Requires Great Weapon

You spin your greatsword with astounding speed, forming a wall of steel between you and your opponent. Your chances to Dodge, Disrupt and Parry attacks are increased by 50%, and whenever you defend against an attack, you will reflect back 262 Spirit damage.

Path of Vaul
?
A mastery path focused on defence and protection.

Shield of Valor
Shield of Valor

Shield of Valor

Buff

Path of Vaul

Level 31

Rank 4 morale

Self

Instant cast

60s cooldown

Requires Shield

Everyone in your group regains 200 action points and is protected by a magical barrier for 10 seconds which will absorb up to 4500 damage.

Vaul's Tempering
Vaul's Tempering

Vaul's Tempering

Enchantment

Path of Vaul

Level 29

No AP Cost

Self

Instant cast

30s cooldown

Requires Perfect Balance
Leads to Normal Balance

An enchantment which calls upon the power of Vaul, giving Unstoppable and Immovable to yourself and any of your group mates within 30 feet of you Unstoppable and Immovable for 6 seconds and reducing incoming damage by 10%.

Raking Talons
Raking Talons

Raking Talons

Buff

Path of Vaul

Level 27

Tactic

Self

Passive

No cooldown

Dragon's Talon now additionally affects all enemies within 20 feet of your target.

Crushing Advance
Crushing Advance

Crushing Advance

Enchantment

Path of Vaul

Level 25

30 Action Points

Self

Instant cast

10s cooldown

Requires Improved Balance
Leads to Perfect Balance
Requires Shield

A calculated shield maneuver that inflicts 194 damage to all enemies 15 feet in front of you. Additionally, for the next 20 seconds, your block rate is increased by 10% and your armor will be increased by 990 points.

Vaul's Buffer
Vaul's Buffer

Vaul's Buffer

Buff

Path of Vaul

Level 23

Tactic

Self

Passive

No cooldown

On a successful Block, Parry, Dodge or Disrupt you will absorb up to 600 damage over the next 10 seconds. This effect will not trigger more than once every 3 seconds.

Redirected Force
Redirected Force

Redirected Force

Damaging

Path of Vaul

Level 21

25 Action Points

Self

Instant cast

15s cooldown

Requires Block, Disrupt, Dodge, or Parry.

Redirects the force of a defended blow into a devastating attack dealing 170 damage to all enemies within 20 feet in front of you, interrupting any spells they are casting and generating a large amount of additional hate from monsters.

Perfect Defenses
Perfect Defenses

Perfect Defenses

Buff

Path of Vaul

Level 17

Tactic

Self

Passive

No cooldown

Increase Block chance by 5% when in Normal Balance, 10% when in Improved Balance, and 15% when in Perfect balance.

Core
abilities
Eagle's Flight
Eagle's Flight

Eagle's Flight

Enchantment

Path of Vaul

Level 4

35 Action Points

5ft range

Instant cast

No cooldown

Requires Improved Balance
Leads to Perfect Balance

A guarded strike that deals 194 damage and improves your chance to parry by 20% for 10 seconds.

Phantom's Blade
Phantom's Blade

Phantom's Blade

Buff

Path of Vaul

Level 5

55 Action Points

Self

Instant cast

No cooldown

You enchant your blade with the spirits of the dead. All your melee attacks have a 25% chance to increase your group's Wounds by 48 for 10 seconds. Anyone affected will be healed for the amount increased.

You may only have 1 Blade Enchantment active at a time.

Graceful Strike
Graceful Strike

Graceful Strike

Hex

Path of Vaul

Level 6

35 Action Points

5ft range

Instant cast

No cooldown

Leads to Improved Balance

A swift attack that deals 97 damage and an additional 185 damage over 5 seconds. Monsters struck with this technique will hate you more.

Dragon's Talon
Dragon's Talon

Dragon's Talon

Hex

Path of Vaul

Level 18

No AP Cost

5ft range

Instant cast

No cooldown

Requires Perfect Balance
Leads to Normal Balance

You release two rending blows that deal 134 Spirit damage each, crippling your target for 4 seconds, reducing the damage they deal with every attack to 80%.

Mighty Gale
Mighty Gale

Mighty Gale

Damaging

Path of Vaul

Level 23

No AP Cost

5ft range

Instant cast

20s cooldown

Requires Perfect Balance
Leads to Normal Balance

A strong blow dealing 156 damage to your enemy and knocking back players and knocking down monsters. Shares cooldown with Gusting Wind.

Intimidating Blow
Intimidating Blow

Intimidating Blow

Damaging

Path of Vaul

Level 35

40 Action Points

5ft range

Instant cast

5s cooldown

Requires Improved Balance
Leads to Perfect Balance

An overpowering strike that deals 231 damage and decreases your opponent's morale by 100.

Path of Hoeth
?
A mastery path focused on magical attacks and effects.

Shadow Blades
Shadow Blades

Shadow Blades

Damaging

Path of Hoeth

Level 31

Rank 4 morale

Self

Instant cast

60s cooldown

All enemies within 25 feet suffer 1800 damage and lose 1800 morale over 12 seconds.

Whispering Wind
Whispering Wind

Whispering Wind

Enchantment

Path of Hoeth

Level 29

No AP Cost

5ft range

Instant cast

30s cooldown

Requires Perfect Balance
Leads to Normal Balance

You release a single swift blow damaging enemies 30 feet in front of you for 153 Spirit damage. The winds then aid group members within 100 feet for the next 10 seconds by decreasing the cooldown of abilities used by 5 seconds.

Blessing of Heaven
Blessing of Heaven

Blessing of Heaven

Buff

Path of Hoeth

Level 27

Tactic

Self

Passive

No cooldown

Path of Hoeth abilities will place an effect on your target for 10 seconds. During this time, any allies who strike the target will recover 135 health over 3 seconds.

Crashing Wave
Crashing Wave

Crashing Wave

Damaging

Path of Hoeth

Level 25

35 Action Points

5ft range

Instant cast

20s cooldown

Requires Improved Balance
Leads to Perfect Balance

You launch two powerful blows dealing a total of 350 Spirit damage and knocking your opponent down for 3 seconds.

Blinding Strike
Blinding Strike

Blinding Strike

Buff

Core Ability

Level 23

Tactic

Self

Passive

No cooldown

Dazzling Strike will now reduce the target's chance to defend attacks by 10% for 5 seconds.

Protection of Hoeth
Protection of Hoeth

Protection of Hoeth

Enchantment

Path of Hoeth

Level 21

25 Action Points

Self

Instant cast

10s cooldown

Leads to Improved Balance

You call upon the magic in your blade to form a barrier to protect you and any groupmates within 10 feet of you, absorbing up to 600 damage for up to 5 seconds.

Calming Winds
Calming Winds

Calming Winds

Buff

Path of Hoeth

Level 17

Tactic

Self

Passive

No cooldown

Increase Disrupt chance by 10% when in Normal Balance, 15% when in Improved Balance, and 20% when in Perfect balance.

Core
abilities
Ensorcelled Blow
Ensorcelled Blow

Ensorcelled Blow

Damaging

Path of Hoeth

Level 1

35 Action Points

5ft range

Instant cast

No cooldown

Leads to Improved Balance

A quick precision slash that calls out the enchantment in your blade dealing 156 Spirit damage.

Dazzling Strike
Dazzling Strike

Dazzling Strike

Hex

Path of Hoeth

Level 12

No AP Cost

5ft range

Instant cast

No cooldown

Requires Perfect Balance
Leads to Normal Balance

When your blade hits your opponent it releases a blinding flash of light that deals 306 Spirit damage, and disorients your target for 5 seconds, increasing their build times by 50%.

Wrath of Hoeth
Wrath of Hoeth

Wrath of Hoeth

Hex

Path of Hoeth

Level 14

55 Action Points

5ft range

Instant cast

No cooldown

Requires Improved Balance
Leads to Perfect Balance

The magic from your blade is released in a staggering explosion that deals 170 Spirit damage to all opponents within 25 feet. In addition your opponent's Spiritual resistance will be reduced by 378 for 20 seconds.

Gusting Wind
Gusting Wind

Gusting Wind

Damaging

Path of Hoeth

Level 16

No AP Cost

Self

Instant cast

20s cooldown

Requires Perfect Balance
Leads to Normal Balance

You execute a quick spin, rending the air around you and producing a magical shockwave that which deals 95 Spirit damage to all opponents within 25 feet of you, knocking back enemy players and knocking down monsters.

Heaven's Blade
Heaven's Blade

Heaven's Blade

Buff

Path of Hoeth

Level 25

55 Action Points

Self

Instant cast

No cooldown

You enchant your blade with the spirit of the heavens. All your melee attacks gain a 25% chance on hit to reduce all of your enemy's resistances by 252 for 10 seconds.

You may only have 1 Blade Enchantment active at a time.

Updated to patch 2024-08-21