ITEMS | TRAITS
CHAMPION SKILLS OVERVIEW
These are single-target attacks. Runes of Striking lower the
power cost of these skills. Many of these skills can be upgraded with
traits from the Berserker line.
the word "firearms"
- Wild Attack
- When dual-wielding, this is a double-attack that does decent damage
and adds 1 pip of fervour. When using a 2-handed weapon or 1-hander and
shield, this does a single attack with good damage. This skill can be
upgraded with the trait Call of the Wild to generate additional threat,
and/or with Blood-Lust to generate 1 extra fervour with a critical hit.
- Swift Strike - A quick single
that does good damage and adds 1 pip of fervour. This skill has a high
power-cost and should be used sparingly. Can be upgraded with the trait
Swift to Anger to add 1 additional fervour pip with a critical hit.
- Feral Strikes -A double-attack
good damage with each swing and has a 25% chance to remove 1 corruption
from the target. Requires 3 fervour and removes 2 pips when used.
- Savage Strikes - A big,
triple-attack when dual-wielding, or a double-attack when equipped with
2-hander or shield. First two attacks (main-hand) do good damage, third
(offhand) does decent damage.
- Relentless Strike - A very
attack that drains 4 fervour. This strike cannot be blocked or parried
and will never miss against on-level opponents, though it can be
evaded. When dual-wielding, the second strike does decent damage.
- Brutal Strikes - This attack
equal hits that each do good damage. Dual-wielding does not add an
additional strike. Requires at least 4 fervour to use, and removes 3
fervour once fired.
- Remorseless Strike - A very
attack that drains 4 fervour and does high damage. It is as difficult
to defend against as Relentless Strike (cannot be blocked or parried,
will never miss against on-level opponents, may be evaded).
Dual-wielding does not add an additional strike. This skill does
massive damage on critical hits.
- Merciful Strike - A powerful
attack that can only be used on opponents under 20% morale.
Dual-wielding does not add an additional strike. Using this skill adds
2 pips of fervour. This skill can be improved with the trait Bountiful
Mercy to be useable when the target is at 50% morale.
- Bracing Attack - An attack
that does good damage and restores a bit of the Champion's morale.
Dual-wielding adds an additional off-hand strike that does decent
damage. Costs 2 fervour. This skill can be upgraded with the trait
Braced Against Defeat to restore more morale.
- Clobber - This skill does good
damage and, more importantly, interrupts inductions. This skill is the
most reliable interrupt in the game, as it has a very short cooldown (5
seconds) and does not require extensive planning to use, unlike Warden
gambits. Dual-wielding does not grant an off-hand attack. Costs 1
- Hamstring - This attack does
good damage and slows the target's run speed significantly, making it
handy for off-tank kiting. Costs 1 fervour.
- Ferocious Strikes - A
legendary skill that can be attained at level 39 by collecting pages
for the Tome of Swords. Does 3 powerful strikes (dual-wielding does not
grant an additional off-hand strike) and is as difficult to defend
against as Relentless Strike. This skill generates a large amount of
These are the area-effect skills. Runes of Vanquishing will
lower the cost of these skills. These skills are generally improved by
slotting traits from the Deadly Storm line.
the streaking arrow represnts slightly more danger than the four giant
- Blade Wall -A frontal area-effect attack
(180-degree arc in front) that does good damage. Generates no fervour
unless improved with the Stalwart Blade trait, which adds 1 pip of
fervour for each successful attack. Dual-wielding grants an additional
- A full area-effect attack (360 degrees) that does good damage and has
a 50% chance to cause a bleed. Dual-wielding does not grant an
additional off-hand attack. Costs 2 fervour. This skill is replaced at
level 54 by Rend, which automatically
applies a larger bleed. The trait
Improved Rend also causes these skills to reduce the targets' armour
- A full area-effect attack that does very good damage. Dual-wielding
grants an additional off-hand attack. Costs 4 fervour; the trait Eye of
the Storm reduces this cost by 1, and the trait Winds of the Storm
allows this skill to affect an additional 5 targets.
- Fighting Dirty
- A Burglar-worthy attack that does modest damage against opponents
below 25% morale, and causes subsequent area-effect attacks to do an
additional 25% damage. This skil can be upgraded with the trait Dirt
Cheap, enabling it to be used on targets at 50% morale. Adds 1 pip of
- Sound the
Attack - A full area-effect attack that does good damage
and stuns up to 5 opponents for 3 seconds. Can be upgraded to Horn of
Gondor with the trait Mighty Blast, which does additional damage and
checks against cry resistance rather than block/parry/evade. Costs 5
Raging Blade -A legendary skill attainable at level 39
pages for the book The Artisan Blade. This skill does 2 high-damage,
full-area-effect attacks and generates significant threat.
Dual-wielding adds an additional off-hand attack. Costs 5 fervour.
- Great Cleave
- A non-damaging skill that makes all area-effect attacks cost 1 les
fervour for 15 seconds. This skill is transformed into Deathstorm
the legendary skill Deathstorm is slotted, and using it will reset the
cooldowns for all area-effect attacks and make them cost 0 fervour for
a short time.
These are toggled skills that change the way the Champion
fights. Stances can be switched mid-combat to better react to changing
battle conditions as required.
LOWER now! How low can you go?
- Fervour - This stance is the
default offensive stance for soloing. It increases outgoing damage by
15% and in-combat power regeneration by a set number, and 1 fervour pip
is generated ever 5 seconds while in combat. The Champion cannot block,
parry or evade while in Fervour stance, and incoming heals are reduced
by 30%, making this a less-than-ideal stance for use in a group.
Fervour generation is increased by slotting 4 traits in the Berserker
- This stance is slightly more defensive than Fervour stance. In-combat
power regeneration is increased (though not as much as in Fervour
stance), the Champion gets a boost to all critical defense ratings, and
1 pip of fervour is generated every 9 seconds. Parry and evade ratings
are reduced, but block rating is unaltered by this stance. Despite the
relative hit to damage output and decreased fervour generation, this is
a slightly more ideal stance to use in a group if the Champion
anticipates needing any sort of healing.
- Glory - This stance is the off-tanking
stance. In-combat power regeneration is increased (though to a lesser
degree than either Ardour or Fervour stance), all critical defense
ratings get a significant boost (higher than Ardour stance), and
block/parry/evade ratings remain unaltered. However, this stance
reduces outgoing damage by 15% and generates 60% more threat, and
fervour generation is slow at 1 pip every 12 seconds. Slotting 4 traits
from the Martial Champion line makes Glory stance increase maximum
morale while toggled.
- Continuous Blood Rage - A legendary
skill attainable at level 58 by completing (something in Moria).
Less of a "stance" than a "fast-burning fuse," Continuous
Blood Rage shakes off roots, stuns, dazes knockdowns and conjunction
stuns, and makes the Champion immune to all combtat states while
active. It also increases outgoing damage significantly and adds 50% to
all resist ratings except disease. However, this frenzy comes at a
terrible cost: incoming healing is reduced by 90%, and the Champion
burns morale every second while it is active. Keeping this skill active
for an extended period of time may make the Champion impervious to
crowd-control, but it will also make him more vulnerable to defeat by
ordinary means because of the heavy per-second morale drain.
ITEMS | TRAITS