From Duels Content
Action List --> Warrior Actions
Here we find the powerful actions available to the Warrior class
[edit] Warrior Actions
In order to work with the damage infliction of the Warrior, these actions involved incapacitating the opponent using skills from the weapons carried by these strong fighters.
Many a brawl has left you with a scar or two but also the brawn to bash your opponent for damage equal to 20% of your Strength knocking them back so you get an extra attack.
Bash
Cost: 3
Cooldown: 2 turns
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Buff | +1 Attack | Self | 1 | 1 Turn | 100% | No | No
|
| Damage | 20% of Strength | Opponent | 1 | Instant | 100% | Yes | No
|
[edit] Berserk
Summon an intense rage that drives you berserk for 4 turns enhancing your Strength by 19%.
Berserk
Cost: 2
Cooldown: 0 turn
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Buff | +19% of Strength | Self | 1 | 4 Turns | 100% | No | No
|
[edit] Concentration
Training your mind as well as your body, you can focus for 3 turns guaranteeing your attacks to hit (but your attacks won't
crit or extreme while you are concentrating).
Concentration
Cost: 2
Cooldown: 1 turn
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Combat | Hit | Self | 1 | 3 Turns | 100% | No | No
|
[edit] Concussion
Said to have come from the lands to the east, a precisely placed blow that does 100% of your Speed plus 50% of your Strength in damage.
Concussion
Cost: 3
Cooldown: 3 turns Battle Req: Shield in Off Hand
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Damage | 100% of Speed | Opponent | 1 | Instant | 100% | Yes | No
|
| Damage | 50% of Strength | Opponent | 1 | Instant | 100% | No | No
|
[edit] Double Swing
Intense physical training rewards you with 2 additional attacks this turn.
Double Swing
Cost: 4
Cooldown: 3 turns Battle Req: Weapon in Off Hand
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Buff | +2 Attacks | Self | 1 | 1 Turn | 100% | No | No
|
[edit] First Aid
While some limit their training to weapons and armor, you have learned the ways of the healer and combined them with your fighting prowess allowing you to heal 8% of your health.
First Aid
Cost: 2
Cooldown: 1 turn
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Healfull | 8% | Self | 1 | Instant | 100% | No | No
|
[edit] Shield Wall
Study under the ShieldMasters of Althas has left you with a few tricks including the ability to make your shield act as though it's a wall guaranteeing you block the next attack.
Shield Wall
Cost: 3
Cooldown: 2 turns Battle Req: Shield in Off Hand
Interaction with Shieldbreaker This action will still function even after a Shieldbreaker action has been used.
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Combat | Block | Self | 1 | Instant | 100% | No | No
|
Mustering all your strength you can land a crushing blow to your opponent's shield leaving them unable to block for 5 Turns but you are left stunned for 1 turn.
Shieldbreaker
Cost: 5
Cooldown: 5 turns Battle Req: Opponent has Shield
Interaction with Shield Wall This action will not prevent the Shield Wall action from taking effect.
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Shieldbreak | 0-0 | opponent | 1 | 5 Turns | 100% | No | No
|
| Stun | Stun | Self | 1 | Instant | 100% | No | No
|
[edit] Unbalancing Strike
A heavy strike that throws off your opponent reducing their Strength, Intelligence, chance to Dodge and Block by 7% each turn for 5 turns.
Unbalancing Strike
Cost: 1
Cooldown: 0 turns
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Debuff | -7% Dodge | Opponent | 1 | 5 Turns | 100% | No | No
|
| Debuff | -7% Block | Opponent | 1 | 5 Turns | 100% | No | No
|
| Debuff | -7% Strength | Opponent | 1 | 5 Turns | 100% | No | No
|
| Debuff | -7% Intelligence | Opponent | 1 | 5 Turns | 100% | No | No
|
[edit] Weapon Trap
A clever parry that traps your opponent's weapon leaving them unable to attack this turn.
Weapon Trap
Cost: 2
Cooldown: 2 turns
| Type
| Effect
| Target
| Turn
| Lasts
| Chance
| Absorbed
| Resisted
|
| Debuff | -999 Attacks | Opponent | 1 | 1 Turn | 100% | No | No
|