HP Recovery
- level 5
- up to level 5
- passive
+0.2% of max health every 2 s per level (level 5: +1%), on top of the base 2%.
Class
“Whoever holds the line decides the fight.”

The Warrior holds the pack: pulls monsters onto himself with Challenging Shout, takes the hits with Iron Skin and controls groups with stuns. He has the highest health and armor of all classes, and hits hard up close with a sword, axe, greatsword or mace. The tree splits into Offense (weapon damage), Impact (area blows that stun) and Bulwark (shield and defense). He has no ranged attack: he needs to get close, and Charge and Titan's Leap are there for that.

General · Offense · Bulwark · Impact · Endgame
+0.2% of max health every 2 s per level (level 5: +1%), on top of the base 2%.
+2% damage per level with a sword or axe (level 10: +20%), on strikes and skills.
A heavy blow with your weapon on the tile in front.
+4% damage per level with a greatsword (level 5: +20%), on strikes and skills.
Requires first: Sword Mastery (level 1).
You charge to the front of the chosen enemy (up to 5 tiles, clear path), arrive striking and stun it for 1 s.
Requires first: Mighty Blow (level 3).
4% chance per level (level 5: 20%) to strike back with a critical hit when struck in melee.
Requires first: Two-Handed Mastery (level 3).
For 10 s: strength +20, hits 25% faster and each hit returns 10% of the damage as health.
Requires first: Sword Mastery (level 5).
1% less damage taken per level with a shield (level 10: 10%).
A war cry: monsters within 6 tiles drop whoever they were attacking and come at you. Deals no damage.
For 8 s your skin turns to steel: you take 35% less damage.
Requires first: Challenging Shout (level 3).
+3% max health per level (level 5: +15%).
A shield blow on the tile in front: damage and a 1.5 s stun. Needs a shield.
Requires first: Shield Mastery (level 3).
For 20 s, your shield returns 30% of melee damage to the attacker. Needs a shield.
Requires first: Shield Bash (level 3), Crusader's Faith (level 3).
You drive your weapon into the ground: the earth cracks around you (the 4x4 space), dealing damage and stunning for 2 s.
Requires first: Mighty Blow (level 5).
+4% per level (level 5: +20%) to the damage of Earthshaker, Steel Whirlwind, Titan's Leap and World Rift.
Requires first: Earthshaker (level 3).
You spin with your weapon for 2 s and can walk while spinning: every half second you hit all 8 tiles around you (4 times).
Requires first: Earthshaker (level 5).
Click a spot on the map (up to 6 tiles): you leap and land there. Nothing hurts you in the air; on landing, heavy damage around, taunts the enemies and stuns for 2 s.
Requires first: Steel Whirlwind (level 5), Charge (level 3).
A banner falls from the sky and plants itself beside you: for 5 min, you and allies within 5 tiles gain 15% damage, 10% faster attacks and nobody can stun you. Gets stronger the higher your max health.
Requires first: Fury (level 5), Counterattack (level 3), Sword Mastery (level 10).
Charges for 0.9 s (unstoppable and taking half damage), then brings a colossal blade down ahead: 8 tiles by 3. The rift opens and erupts in magma geysers, a second blow that stuns for 2 s. Gets stronger the higher your max health.
Requires first: Titan's Leap (level 3), Blade Weight (level 5), Mighty Blow (level 10).
A steel titan rises behind you: for 5 min you take 25% less damage, return 20% of each hit to the monster that struck, nothing stuns you and, every 3 s, monsters within 4 tiles come at you. Gets stronger the higher your max health.
Requires first: Reflect Shield (level 5), Iron Skin (level 5), Challenging Shout (level 5).



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