Casts an aura that adds fire damage to the attacks of you and your allies.
Casts an aura that adds fire damage to the attacks of you and your allies.
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified weapons.
Wielders of the axe and sword often find themselves beset by multiple foes. Expecting this, a trained armsman will employ the deadly Cleave. With a single practiced stroke, a Cleave sweeps sideways to inflict grievous harm to anyone standing nearby, lopping off heads and limbs with ease. As a player gains skill with Cleave, they strike harder with each swing of their blade.
The character swings their weapon (or both weapons if dual wielding) in an arc towards the target. Also does damage to other nearby monsters. Only works with Axes and Swords.
Summons a totem that taunts nearby monsters to attack it.
Casts an aura that grants armour to you and your allies.
Summons a totem that can consume nearby corpses. If you are hurt, it will destroy a corpse to leech life to you.
In their campaign to become the dominant order on Oriath, the Templars often faced impossible odds. This led them to master the technique known as the Dominating Blow.
Dominating Blow does nothing exceptional when it strikes, little more than some damage. However, it also binds the soul of the victim to the will of the caster for a short duration. If the target dies with its soul bound, it will immediately reanimate, ready to fight alongside its new master for a time. With Dominating Blow on their side, warriors of The Order were able to overcome incredibly lopsided numbers in battle, often turning half of an army against itself.
Attacks the enemy with a melee strike. If a non-unique enemy is killed shortly after being hit by Dominating Blow, that enemy is revived as a minion until the skill duration ends.
In battle, it's often someone's job to stand in the front line, and take most of the punishment. Few relish this task, but those who do know the secret of the Enduring Cry. This battle shout taunts all nearby enemies, compelling them to attack the offender, while simultaneously boosting his ability to absorb punishment in direct proportion to the number of nearby foes.
Performs a warcry, adding endurance charges proportional to the number of surrounding enemies. Taunts all nearby enemies to attack the caster.
Summons a totem that fires a stream of flame at nearby enemies.
Where Infernal Blow burns hot, Glacial Hammer freezes to the bone. The skill infuses a Mace or Staff with the essence of pure ice, making a weapon so cold it can barely be handled. A successful hit from Glacial Hammer deals grievous damage, and if the target is already frozen and near death, it will shatter into thousands of shards. The more skilled one becomes at inscribing the runes for Glacial Hammer, the greater the frostbite becomes, eventually leaving most foes frozen solid.
Hits the enemy, converting some of your physical damage to cold damage. If the enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. Requires a Mace or Staff.
Raising a staff or two handed mace high above their head, the player slams it earthward with a crackling thud. The force of this blow sunders soil and rock, forking outward to stun and damage enemies that stand ahead. At greater levels of skill, the fissures from Ground Slam travel a long distance, causing tremendous harm to anything caught in their path.
The character slams the ground in front of them with their main hand weapon, creating a wave that travels forward and damages enemies with an increased chance to stun. Only works with Staves or Maces.
When facing the hungry throngs on Wraeclast, offense truly is the best form of defense. Skilled melee combatants have mastered the technique of the Heavy Strike, a devastating blow they unleash with an Axe, Mace or any two-handed weapon. Heavy Strike lands with terrifying force, knocking foes back and often stunning them, if not killing them outright.
Attacks the enemy with a forceful blow, knocking them back. Requires a Mace, Axe, Sword or Two-Handed Weapon.
Even with the added toughness granted from Endurance Charges, a combatant sometimes finds themselves facing impossible odds. This rare event makes flight a good option and sometimes it even merits the power of the Immortal Call. The legendary war cry channels all current Endurance into an invisible shield that shelters the player from all physical harm for a brief duration. Consuming more charges will extend the duration of the Immortal shield, giving plenty of time for escape or victory.
Discharges Endurance Charges, making the character invulnerable to physical damage for a short time, proportional to how many endurance charges were expended.
Tracing a series of fiery runes on the length of their weapon, the user prepares to unleash the Infernal Blow. Once imbued with fiery energy, the weapon discharges the moment it strikes any enemy. Infernal Blow burns anything struck with searing Hellfire, incinerating bone, flesh and armour. Perhaps the deadliest property of the enchantment lies in what follows a fatal hit. Any foe slain by Infernal Blow will explode in a violent conflagration, showering anything nearby with flame, igniting and killing with abandon.
Hits the enemy, converting some of your physical damage to fire damage. If the enemy dies soon after being hit, they will explode, dealing fire damage to nearby enemies. Requires a Sword, Axe, Mace, Staff or Unarmed.
Long ago, the marauders of Oriath perfected a devastating battle technique - the ferocious Leap Slam. With a guttural cry, the leaper hurtles forward and smashes the ground at the feet of the enemy. The force from this blow deals substantial damage in a circle around the targeted spot, and will even knock back and stun. The Leap Slam is useful not only as an offensive technique, but also because it can serve, in a pinch, to escape from danger. The Marauders of Oriath were famous for attacking their foes from above, leaping down from high ledges to crush their enemies' skulls.
Jump into the air, damaging enemies (and knocking back some) with your main hand where you land. Requires an axe, mace, sword or staff.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out behind your target to hit farther-away enemies. The projectiles cannot miss if the melee attack hit its target.
Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.
A trick often employed by masters of minion control, the feared Punishment curse has brought down entire armies. The malady causes afflicted targets to suffer a substantial amount of the damage they deal from their own attacks, so the harder they hit, the faster they die. The secret is in making sure that incoming blows land on the dry bones and withered flesh of enemies rather than on the caster of the Curse.
Curses all targets in an area, causing them to suffer some of the physical damage they deal with their attacks.
Summons a totem that has an aura which regenerates life for you and your nearby allies.
Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage.
In the hands of a talented combatant, even a shield becomes a deadly weapon. With Shield Charge, a warrior dashes forward at a single enemy, slamming them senseless. The violence of the charge will push nearby foes out of its path, and inflict great damage on target. An opponent unlucky enough to be struck by the full brunt of a Shield Charge will be knocked back and stunned for a time.
Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Sometimes a good blade just isn't enough. With a mighty swing, a player wielding a staff, two-handed axe or mace smashes the skulls of many enemies surrounding them. The furious blow breaks armour and bone alike, even knocking foes back a substantial distance.
Swings a staff or a two-handed axe or mace in a circle, knocking back some monsters around the character.
Casts an aura that grants life regeneration to you and your allies.
A favored curse of the Oriathan Marauders during their reaving campaigns, Warlord's Mark is known for swinging the tide of battle. The curse afflicts all foes in the targeted area with a crippling malady, allowing the caster to drain their very life essence with each successful attack. A foe slain while afflicted with Warlord's Mark will return extra essence to the player's flasks and might even grant them an Endurance Charge.
Curses all targets in an area, making them more vulnerable to stuns. Hitting the cursed targets will leech life and mana, and killing them will result in a chance to gain an endurance charge.