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Melee · Weapon Master

Fighter

A master of arms and armor who out-fights anything foolish enough to close the distance.

Fighter in-game sprite, male and female
  • Vanguard
  • d10 hit die
  • STR
  • Stamina

Available from the start.

Overview

Role
Melee · Weapon Master
Archetype
Vanguard (melee basic attack)
Hit die
d10
Hit points
30 at level 1, +18 per level (+3 per CON modifier point, every level)
Primary ability
Strength
Armour
Light, Medium, Heavy + shields
Weapons
Swords, Greatswords, Axes, Greataxes, Maces, Warhammers, Daggers, Rapiers, Spears, Bows, Crossbows
Resource
Stamina: 100 + 5 per level, refills 4/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 6, 8, 12, 14, 16, 19
Subclass
Level 3: Champion or Battle Master
Starting kit
Longsword, Dagger, Round Shield, Ring Mail
Suggested scores
STR 15 · DEX 13 · CON 14 · INT 8 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Second Wind Automatically heal when you drop below 30% HP (60s cooldown).
  2. Lv 1
    Two-Weapon Fighting A one-handed melee weapon in your off-hand strikes once per attack for 50% damage.
  3. Lv 3
    Martial Adept Years of drilling sharpen your strikes.
    • +1 to Hit
  4. Lv 4
    Arsenal Carry a second main-hand weapon and swap between them. Each swap draws the other weapon with a free Draw Strike (its own 4-second cooldown); a Draw that lands gives 1 Initiative (up to 3, held for 8 seconds). Each Art spends its own share of it: Flash Cut 1, Blade Carousel 2, Sundering Arc and War Banner 3.
  5. Lv 5
    Extra Attack Your basic attacks strike twice.
  6. Lv 7
    Unyielding You shrug off blows that would fell lesser warriors.
    • +5% Damage Reduction
  7. Lv 9
    Indomitable Cheat death once per floor.
  8. Lv 11
    Master of Arms Your basic attacks strike a third time.
  9. Lv 13
    Twin Blades Your off-hand strikes find their own rhythm: +15% off-hand damage.
    • +15 dualWieldPct
  10. Lv 15
    Relentless You recover between blows faster than anyone.
    • +2 HP Regen / s
  11. Lv 18
    Battle Hardened A lifetime of wounds has toughened you against everything.
    • +5% All Resistances
  12. Lv 20
    Legendary Warrior Your name alone breaks lesser foes.
    • +10% Damage
    • +3% Crit Chance

Level 1–20 progression

Everything a Fighter gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Fighter level 1 to 20 progression
LevelProf.Gains
1+2
  • Second Wind
  • Two-Weapon Fighting
  • Cleave
2+2
3+2
4+2
  • Arsenal
  • Ability Score Improvement
5+3
6+3
  • Ability Score Improvement
7+3
8+3
  • Ability Score Improvement
9+4
10+4
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
16+5
17+6
18+6
  • Battle Hardened
  • Peerless Champion Champion
  • Master Tactician Battle Master
19+6
20+6
  • Legendary Warrior

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + STR modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Fighter skills

Cleave

Lv 1 Melee strike slashing

A wide slash that cuts through everything in front of you.

What it does for a new Fighter at level 1; in game the numbers follow your hero

  • Strikes every foe in a 100° arc in front of you (1.7 tiles reach) for 5–19 slashing damage.
  • Rolls to hit against armor (+5 to hit).
  • Leaves the foe Opened (your payoff consumes it).
Type
Melee strike
Cost
10
Cooldown
4s
Damage
1d8 + weapon hit slashing
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
100°

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Cleave mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1104s—Learned
2Lv 1104s+3%Arc and reach +15% · radius 1.5 · arc 115°
3Lv 2103.9s+6% +1d+1 damage die
4Lv 4103.9s+9% +1d
5Lv 5103.4s+12% +1dCooldown −10%
6Lv 6103.4s+15% +1dArc and reach +15% · radius 1.7 · arc 130°
7Lv 893.4s+18% +1dCuts leave foes Bleeding (25%) · Bleeding 25% · 3s
8Lv 1093.3s+21% +1d
9Lv 1273.3s+24% +1dCost −20%
10Lv 1453.2s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 2 · arc 150° · Bleeding 45% · 3s

Rank 4: pick one

  • Sweeping Edge Arc and reach +30%, damage −10%. Clears whole packs.
  • Rending Cleave Bleeding chance +35%; bleeds last 50% longer.

Rank 8: pick one

  • Momentum Cooldown −20%, cost +20%. Cleave becomes your rhythm.
  • Headsman's Chop Damage +25%, cooldown +10%. Every swing is an execution.

Rank 10, Mastered: Blademaster: arc +20% and Bleeding chance +20%.

Shield Bash

Lv 2 Melee strike bludgeoning

Slam your shield into a foe, staggering them.

What it does for a new Fighter at level 2; in game the numbers follow your hero

  • Strikes every foe in a 60° arc in front of you (1.6 tiles reach) for 5–17 bludgeoning damage.
  • Rolls to hit against armor (+5 to hit).
  • 33% chance per hit to leave a foe Stunned for 1.3 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Leaves the foe Opened (your payoff consumes it).
Type
Melee strike
Cost
15
Cooldown
8s
Damage
1d6 + weapon hit bludgeoning
Hit
Attack roll vs AC
Reach
1.2 tiles
Arc
60°
Applies
Stunned 30% · 1.2s

Damage dice by level Lv 2 1d6Lv 7 2d6Lv 13 3d6Lv 19 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Shield Bash mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1158s—Learned
2Lv 1157.9s+3%Stun chance +10% · Stunned 40% · 1.2s
3Lv 2157.8s+6%Stun lasts 25% longer · Stunned 40% · 1.5s
4Lv 4157.8s+9%
5Lv 5146.9s+12%Cooldown −10%
6Lv 6146.8s+15% +1d+1 damage die
7Lv 8146.7s+18% +1dStun chance +10% · Stunned 50% · 1.5s
8Lv 10146.6s+21% +1d
9Lv 12146.6s+24% +1dReach and arc +20% · radius 1.4 · arc 72°
10Lv 14106.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned 65% · 2.1s

Rank 4: pick one

  • Concussive Slam Stun chance +30%, damage −15%. Pure control.
  • Bulwark Rhythm Cost −40% and cooldown −10%.

Rank 8: pick one

  • Shockwave Reach and arc +50%: the bash hits everything in front of you.
  • Skullcrack Damage +25%; foes are Frightened instead of Stunned.

Rank 10, Mastered: Wall of Iron: stuns last 50% longer and land 15% more often.

Whirlwind

Lv 5 Area slashing

Spin through every enemy within reach.

What it does for a new Fighter at level 5; in game the numbers follow your hero

  • Hits every foe within 2.2 tiles of you for 6–27 slashing damage.
  • Rolls to hit against armor (+7 to hit).
  • Leaves the foe Opened (your payoff consumes it).
Type
Area (around you)
Cost
25
Cooldown
12s
Damage
2d8 + weapon hit slashing
Hit
Attack roll vs AC
Radius
2.2 tiles

Damage dice by level Lv 5 2d8Lv 10 3d8Lv 15 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Whirlwind mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12512s—Learned
2Lv 12511.9s+3%Radius +10% · radius 2.4
3Lv 22510.8s+6%Cooldown −8%
4Lv 42410.7s+9%
5Lv 52410.6s+12% +1d+1 damage die
6Lv 62410.4s+15% +1dRadius +10% · radius 2.6
7Lv 82410.3s+18% +1dSpinning blades cause Bleeding (20%) · Bleeding 20% · 3s
8Lv 102310.2s+21% +1d
9Lv 121910.1s+24% +1dCost −15%
10Lv 141310s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.1 · Bleeding 40% · 3s

Rank 4: pick one

  • Wide Arc Radius +35%, damage −10%.
  • Blade Storm Damage +20%, cost +25%.

Rank 8: pick one

  • Eye of the Storm Cooldown −15%.
  • Bloodspin Bleeding chance +40%; bleeds last 50% longer.

Rank 10, Mastered: Steel Cyclone: radius +20% and Bleeding chance +20%.

Bull Rush

Lv 7 Dash bludgeoning

Lower your shoulder and charge, bowling foes aside.

What it does for a new Fighter at level 7; in game the numbers follow your hero

  • Dashes 5 tiles, hitting every foe you pass through for 5–21 bludgeoning damage.
  • Rolls to hit against armor (+7 to hit).
  • 27% chance per hit to leave a foe Stunned for 0.8 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Opened (your payoff consumes it).
Type
Dash
Cost
20
Cooldown
10s
Damage
1d10 + weapon hit bludgeoning
Hit
Attack roll vs AC
Distance
5 tiles
Applies
Stunned 25% · 0.8s

Damage dice by level Lv 7 1d10Lv 11 2d10Lv 16 3d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Bull Rush mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12010s—Learned
2Lv 1209.9s+3%Charge distance +15% · range 5.8
3Lv 2209.8s+6%Stun chance +15% · Stunned 40% · 0.8s
4Lv 4199.7s+9%
5Lv 5199.6s+12% +1d+1 damage die
6Lv 6159.5s+15% +1dCost −20%
7Lv 8159.4s+18% +1dCharge distance +15% · range 6.5
8Lv 10159.3s+21% +1d
9Lv 12149.2s+24% +1dStuns last 30% longer · Stunned 40% · 1s
10Lv 1499.1s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Stunned 55% · 1s

Rank 4: pick one

  • Trample Distance +30%. Charge through the whole line.
  • Juggernaut Stun chance +35%, cost −30%.

Rank 8: pick one

  • Unstoppable Cooldown −20%. Charge in, charge out.
  • Crushing Impact Damage +25%, distance −20%.

Rank 10, Mastered: Siege Ram: distance +20% and stun chance +15%.

Rallying Cry

Lv 9 Buff

A battlefield roar that hardens your resolve and your allies'.

What it does for a new Fighter at level 9; in game the numbers follow your hero

  • For 10 s, you and every ally within 5 tiles gain +15% damage and +2 Armor Class.
Type
Buff
Cost
20
Cooldown
18s
Scales with
Strength
Duration
10s
Allies within
5 tiles
Grants you
+15% Damage, +2 Armor Class
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Rallying Cry mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12018s—Learned
2Lv 12017.8s+3%Duration +15% · 11.5s
3Lv 22017.6s+6%Buff strength +15% · +17.3% Damage, +2.3 Armor Class
4Lv 41917.5s+9%
5Lv 51915.5s+12%Cooldown −10%
6Lv 61915.3s+15%Reaches allies 20% farther · radius 6
7Lv 81915.1s+18%The roar Frightens nearby foes (25%) · Feared 25% · 3s
8Lv 101914.9s+21%
9Lv 121414.8s+24%Cost −20%
10Lv 14914.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 7 · +19.5% Damage, +2.6 Armor Class

Rank 4: pick one

  • War Cry Frighten chance +40%, buff strength −15%.
  • Battle Anthem Duration +30%.

Rank 8: pick one

  • Second Breath Cooldown −15%.
  • Commander Buff strength +25%, cost +30%.

Rank 10, Mastered: Warlord's Call: buff strength +15% and radius +20%.

Iron Stance

Lv 13 Buff

Set your feet and become a wall. Blows glance off; those who strike you bleed for it.

What it does for a new Fighter at level 13; in game the numbers follow your hero

  • For 8 s, you gain +15% damage reduction, +3 Armor Class and +10% thorns (attackers take that much of their hit back).
Type
Buff
Cost
15
Cooldown
16s
Scales with
Constitution
Duration
8s
Grants you
+15% Damage Reduction, +3 Armor Class, +10% Thorns
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Iron Stance mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11516s—Learned
2Lv 11515.8s+3%Duration +15% · 9.2s
3Lv 21515.7s+6%Stance strength +15% · +17.3% Damage Reduction, +3.5 Armor Class, +11.5% Thorns
4Lv 41515.5s+9%
5Lv 51413.8s+12%Cooldown −10%
6Lv 61413.6s+15%Taunt: foes within 3 tiles must attack you for 3 s; your blows draw double threat
7Lv 81113.4s+18%Cost −20%
8Lv 101113.3s+21%
9Lv 121113.1s+24%Stance strength +10% · +18.8% Damage Reduction, +3.8 Armor Class, +12.5% Thorns
10Lv 14713s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +21% Damage Reduction, +4.2 Armor Class, +14% Thorns

Rank 4: pick one

  • Fortress Stance strength +30%, duration −15%.
  • Unbroken Duration +40%.

Rank 8: pick one

  • Bastion Cooldown −15%.
  • Menacing Stance Foes nearby are Frightened (60%). Foes you hold with a Taunt stand their ground.

Rank 10, Mastered: Immovable: stance strength +15%.

Action Surge

Lv 17 Buff

Push past your limits for a few furious heartbeats.

What it does for a new Fighter at level 17; in game the numbers follow your hero

  • For 6 s, you gain +30% attack speed, +10% damage and +10% cooldown reduction.
  • You are Hasted for 6 s: +40% attack speed and move speed.
Type
Buff
Cost
25
Cooldown
30s
Scales with
Strength
Duration
6s
Applies
Hasted · 6s
Grants you
+30% Attack Speed, +10% Damage, +10% Cooldown Reduction
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Action Surge mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12530s—Learned
2Lv 12529.7s+3%Duration +10% · 6.6s
3Lv 22529.4s+6%Surge strength +10% · +33% Attack Speed, +11% Damage, +11% Cooldown Reduction
4Lv 42429.1s+9%
5Lv 51928.8s+12%Cost −20%
6Lv 61926.1s+15%Cooldown −8%
7Lv 81925.8s+18%Duration +10% · 7.2s
8Lv 101825.5s+21%
9Lv 121825.2s+24%Surge strength +10% · +36% Attack Speed, +12% Damage, +12% Cooldown Reduction
10Lv 141224.9s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 8.1s

Rank 4: pick one

  • Frenzy Surge strength +30%, duration −25%.
  • Enduring Surge Duration +40%, surge strength −15%.

Rank 8: pick one

  • Tactical Surge Cooldown −15%.
  • Berserker's Surge You also become Raging; surge strength +10%.

Rank 10, Mastered: Endless Surge: duration +15%.

Champion skills

Focused Strike

Lv 3 Melee strike piercing Champion

A precise thrust aimed at the weakest point in your foe's guard.

What it does for a new Fighter at level 3; in game the numbers follow your hero

  • Strikes every foe in a 90° arc in front of you (1.7 tiles reach) for 5–21 piercing damage.
  • Rolls to hit against armor (+6 to hit).
  • Leaves the foe Opened (your payoff consumes it).
Type
Melee strike
Cost
15
Cooldown
6s
Damage
1d10 + weapon hit piercing
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
90°

Damage dice by level Lv 3 1d10Lv 9 2d10Lv 14 3d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Focused Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1156s—Learned
2Lv 1135.9s+3%Cost −15%
3Lv 2125.9s+6%Reach +20% · radius 1.6 · arc 108°
4Lv 4125.8s+9%
5Lv 5125.8s+12% +1d+1 damage die
6Lv 6125.2s+15% +1dCooldown −8%
7Lv 8125.2s+18% +1dOpens wounds: Bleeding (30%) · Bleeding 30% · 3s
8Lv 10125.1s+21% +1d
9Lv 12125s+24% +1dBleeds last 40% longer · Bleeding 30% · 4.2s
10Lv 1485s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 50% · 4.2s

Rank 4: pick one

  • Lunge Reach +50%. Strike from outside their guard.
  • Precision Damage +20%, cost +25%.

Rank 8: pick one

  • Flurry Cooldown −20%, damage −5%.
  • The Perfect Strike Damage +30%, cooldown +15%.

Rank 10, Mastered: Champion's Point: damage +10% and Bleeding chance +20%.

Battle Master skills

Trip Attack

Lv 3 Melee strike bludgeoning Battle Master

A sweeping blow that knocks a foe off balance.

What it does for a new Fighter at level 3; in game the numbers follow your hero

  • Strikes every foe in a 80° arc in front of you (1.6 tiles reach) for 5–19 bludgeoning damage.
  • Rolls to hit against armor (+6 to hit).
  • 44% chance per hit to leave a foe Stunned for 1.1 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Leaves the foe Opened (your payoff consumes it).
Type
Melee strike
Cost
20
Cooldown
8s
Damage
1d8 + weapon hit bludgeoning
Hit
Attack roll vs AC
Reach
1.2 tiles
Arc
80°
Applies
Stunned 40% · 1s

Damage dice by level Lv 3 1d8Lv 9 2d8Lv 14 3d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Trip Attack mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1208s—Learned
2Lv 1207.9s+3%Stun chance +10% · Stunned 50% · 1s
3Lv 2207.8s+6%Reach and arc +15% · radius 1.4 · arc 92°
4Lv 4197.8s+9%
5Lv 5196.9s+12%Cooldown −10%
6Lv 6196.8s+15% +1d+1 damage die
7Lv 8196.7s+18% +1dStuns last 30% longer · Stunned 50% · 1.3s
8Lv 10196.6s+21% +1d
9Lv 12186.6s+24% +1dReach and arc +15% · radius 1.6 · arc 104°
10Lv 14136.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Stunned 70% · 1.5s

Rank 4: pick one

  • Sweeping Attack Reach and arc +40%, damage −10%.
  • Menacing Attack Damage +15%; foes are Frightened instead of Stunned.

Rank 8: pick one

  • Riposte Cost −40%, cooldown −10%.
  • Precision Attack Damage +20%, stun chance +15%.

Rank 10, Mastered: Grandmaster of Maneuvers: stun chance +20% and stuns last 20% longer.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Champion

A duelist honed to a razor edge, living for the perfect, devastating strike.

Skills

Features

  1. Lv 3
    Improved Critical You score a critical hit on a roll of 19 or 20.
  2. Lv 7
    Remarkable Athlete Peerless conditioning quickens your feet.
    • +3% Dodge
    • +5% Move Speed
  3. Lv 11
    Superior Critical You score a critical hit on a roll of 18-20.
  4. Lv 15
    Survivor You cling to life no matter the odds.
    • +3 HP Regen / s
    • +20 Hit Points
  5. Lv 18
    Peerless Champion Every strike you land finds the deadliest angle.
    • +15% Crit Damage

Battle Master

A student of battlefield maneuvers who turns every opening into an advantage.

Skills

Features

  1. Lv 3
    Combat Superiority You've studied a hundred battles and know how they turn.
    • +1 to Hit
  2. Lv 7
    Know Your Enemy You read a foe's weaknesses at a glance.
    • +8% Damage vs Elites
  3. Lv 11
    Improved Combat Superiority Your maneuvers recover faster.
    • +5% Cooldown Reduction
  4. Lv 15
    Relentless Your stamina replenishes even mid-fight.
    • +20% Resource Regen
  5. Lv 18
    Master Tactician You've catalogued every weakness worth exploiting.
    • +10% Damage vs Elites

Talents & roles

Fighters lean tank and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Fighter talents Party roles

Spellbook & mechanic

The Arsenal

Carry the whole armoury, and use all of it.

Carry a second main-hand weapon and swap with X. The weapon you draw gets a Draw Strike, and Initiative (up to three) pays for the Arts: Sundering Arc, Blade Carousel, War Banner and Flash Cut.

Keystone: Hundred-Weapon Discipline · Chase legendary: The Quartermaster's Baldric

Fighters choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Fighter pages and variants How the Spellbook works

Fighter unique weapons

The Unbending Line Starter

Longsword · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Strength
  • +12–60 Hit Points
  • +1 random affix

Line Breaker. Basic attacks sweep a wide arc, hitting every foe in front of you for 60–75% damage.

“Carried by a sergeant who held a bridge alone until the bridge gave out first.”

Warden's Recompense

Greatsword · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Strength
  • +3–8% Damage Reduction
  • +3 random affixes

Deferred Wounds. You take 50% of each hit later, bled out over 5s. Each kill forgives 85–95% of what you still owe.

Answer in Kind. When struck, you answer with a free Whirlwind at 180–210% damage. Once every 3s.

“Every blow it took, it wrote down. Every debt, it collected.”

Ninefold Gale

Greataxe · Weapon · drops from level 15

  • +8–24% Damage
  • +2–6 Strength
  • +4–12% Attack Speed
  • +3 random affixes

Eye of the Gale. Whirlwind becomes a storm that follows you for 4s, hitting for 62–72% damage twice a second. Its cooldown is 20% longer.

Gale Force. Each foe your skills strike grants +3% attack speed and +2% damage for 5s (up to +45% and +30%).

“Nine smiths quenched it in nine winds. The ninth wind never left.”

Breachmaw, the Open Gate ◈ DEEP

Executioner's Blade · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Strength
  • +3–12 Fire Damage
  • +3 random affixes

Fault Line. Every 12th basic hit tears a fissure 8 tiles ahead: 520–600% weapon damage to every foe on it, and they burn for 4s.

Stoke the Gate. Each kill stokes the gate: +3% attack speed and +3% damage for 6s (up to +24% and +24%).

The Gate Answers. When an elite or boss dies, a meteor answers on the nearest foe: 600–700% weapon damage within 3 tiles, burning them for 4s. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Pulled out of a Breach still burning. The hole it left has never closed.”

Fighters are Vanguards: they can also wear the 8 Vanguard unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.