Masters of melee weapons, Fighters can switch between dual wielding and two handed weapon styles, trading the frequency of attacks for their impact.
When able to close in on their enemy, they are able to quickly dispatch with any foe with damage and control.


As a Fighter, your primary goal is to get close to your target, where you can fully utilize your potential. Through a range of disrupting skills such as stuns, slows and interrupts a Fighter can disable an enemy or, if used appropriately, even a whole team while doing massive damage to his chosen target.


As a resource, Fighters use rage. Rage is gained while the Fighter is getting hit by an enemy as well as through an array of basic attacks called Rage generators.
Rage is used in a wide array of abilities. Some consume a set amount of rage. These are called Rage spenders. Othersconsume all available rage and scale their effect by the amount of rage consumed. These are called Finishers.


Specializations further enhance Fighter’s abilities. A Fighter can choose between the following specializations:



Primary auto attack.

Slash at the target with your weapon, dealing 400 damage. Generates 10 rage.

Instant cast
Unlocks at level 1


A medium damage auto attack.

Strike at the opponent, tearing his flesh into pieces, dealing 630 damage. Generates 30 rage.

Cast time: 1.0 s
Cooldown: 30.0 s
Unlocks at level 5


A high damage attack.

Channel your rage into a highly damaging attack, dealing 1700 damage to the target and all enemies in your frontal cone.

Cast time: 0.3 s
Rage: 60
Cooldown: 15.0 s
Unlocks at level 1


Consumes all rage and stuns the target for the duration depending on the rage consumed.

Rage fueled attack. Deals 350 points of damage and stuns the target for 1 second per 20 rage spent. All available rage is spent.

Cast time: 0.25 s
Cooldown: 30.0 s
Unlocks at level 1


Charge to the target and apply a slow debuff.

Sprint headlessly to the target, dealing 120 damage on impact and applying 1 stack of expose and 3 stacks of slow.

Cast time: 0.25 s
Range: 1300.0
Cooldown: 13.0 s
Unlocks at level 1


Interrupts a cast.

Prevent your target from finishing the spell with a blow to the head, dealing 100 damage. Prevents casting for 3 seconds, if the cast was successfully interrupted.

Instant cast
Cooldown: 14.0 s
Unlocks at level 6

Magic Dagger

A low damage ranged throw attack.

Use the enchanted bracelet to summon a magic dagger and throw it at the target dealing 500 damage. Shares cooldown with Shield Bracelet.

Cast time: 0.5 s
Range: 1500.0
Rage: 10
Cooldown: 5.0 s
Unlocks at level 4


A low damage auto attack that applies a bleed debuff.

Attack the target with increased effort, dealing 500 damage on the next weapon swing. The attack generates 18 rage. Applies one stack of bleed.

Instant cast
Cooldown: 8.0 s
Unlocks at level 2

Momentum Strikes

A moderate damage attack. Damage is increased by the distance traveled from your last attack.

Transfer momentum picked up during the movement to strike at the target, dealing 850 damage, increased by the distance traveled since last used skill, up to 1250.

Cast time: 0.5 s
Rage: 25
Cooldown: 6.0 s
Unlocks at level 3


Consumes all rage and deals a high amount of damage based on the rage consumed.

A powerful attack, aimed at the target’s head. Deals 400-1900 damage, scaling with rage used, to the target. 60% critical strike chance.

Cast time: 0.25 s
Cooldown: 25.0 s
Unlocks at level 7

Throw Weapon

An aimed ranged attack that knocks the enemy back.

Fling your weapon at the target, dealing 600 damage and knocking enemies back. If they hit a wall while beeing thrown back, they get stunned for a short duration.

Cast time: 0.5 s
Range: 1500.0
Rage: 45
Cooldown: 30.0 s
Unlocks at level 9


Increases damage for a decent amount of time.

Shout a motivating battlecry, increasing your damage done by 10% for 30 seconds.

Cast time: 0.25 s
Rage: 30
Cooldown: 30.0 s
Unlocks at level 5


Consumes all rage and decreases damage taken, scaling with the rage consumed.

Using the knowledge and experience of battles past assume a defensive position, reducing your damage taken by 40%, further reduced by rage spent by up to 70%, for 10 seconds.

Cast time: 0.25 s
Cooldown: 45.0 s
Unlocks at level 8

Shield Bracelet

Decreases damage taken for a few seconds.

Use the enchanted bracelet to shield yourself from harm, decreasing your damage taken by 30% for 8. Shares cooldown with Magic Dagger.

Instant cast
Cooldown: 30.0 s
Unlocks at level 1

Weapon Swap

Swaps weapons and increases your swing speed for a moderate amount of time.

Swap the weapon set from two fast and light one-handers to one slow and heavy two-hander and vice-versa. Each change gives you 40% swing haste for 10 seconds.

Instant cast
Cooldown: 20.0 s
Unlocks at level 7

Rage generators

Rage spenders



Sellsword masteries:

  • Battle Hungry: Player gains 3%-30% movement speed, if not attacking for 5s. When attack lands, the movements speed bonus from this mastery is removed. (1-10 points)
  • Enraging Swings: Each rage generator has a 20% chance to apply a stack of enraged, increasing damage dealt by 5% and slowly generating additional rage. (5 points)
  • Tenacious Anger: Gains rage over time. (5 points)
  • Cold Blood: Increase damage by 0.012%-0.12% for each point of rage missing. (1-10 points)

Assassin masteries:

  • Master of Restraint: Increase maximum rage by 3-30. (1-10 points)
  • Efficient Movement: Return 50% of rage spent by a finisher. (7 points)
  • Now you see me, now you don’t: Whenever out of combat, gain 50% movement speed. (5 points)
  • Enmity: Increase damage by 0.012%-0.12% for each point of rage. (1-10 points)

Templar masteries:

  • Pursuit of Justice: For 5s after taking damage, movement speed is increased by 2%-20%. If the movement speed is not active, increases the rage generated by 0.5-5 with each generator. (1-10 points)
  • Weight of Sin: For each debuff on target, deal 0.5%-2.5% increased damage. (1-5 points)
  • Unshakeable Faith: Once every 8s gain a shield, which prevents damage equal 35-245 damage. (1-5 points)
  • Divine Providence: Decrease damage taken by 1%-10% for allies in 6m radius, including self. (1-10 points)


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