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Fighter Spellbook

The Arsenal: Carry the whole armoury, and use all of it.

The Arsenal

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

The mechanic arrives with your first Spellbook page, at level 4; before that a Fighter plays as it always did. See the Fighter class guide for the core skills and subclasses.

Fighter pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Sundering Arc

Page pick at level 4 · Melee strike · 15 Stamina · 6s cooldown

An Art (it spends up to 3 Initiative). Sweep a wide arc that breaks armour (Vulnerable for 4 seconds). Each Initiative you spend adds a follow-up sweep the other way and widens the arc by 15%; at 3 Initiative the last sweep throws a rift, a wave five strides long that hits half again as hard.

Builds: The Hundred Weapons · Banner-Lord

Variants (one active at a time)

  • Rending mastery 2 Every sweep opens Bleeding wounds instead of breaking armour, and the follow-up sweeps cut Bleeding foes 20% deeper.
  • Shield-Wheel mastery 5 Shield arcs: every sweep Taunts what it strikes, and with a shield in hand each foe struck gives you 5% less damage taken (up to 25%) for 4 seconds. 25% less damage.
  • Severing Line mastery 8 The sweeps fold into one thrust seven strides long that pierces the line, 85% harder. Initiative adds 35% a point to it instead of sweeps: the boss and corridor answer.

Counterguard

Page pick at level 4 · Buff · 10 Stamina · 6s cooldown

Raise a parry for 0.8 seconds without stopping. Every blow in the window is turned aside (no damage) and answered with a strike at the attacker (up to 6 answers). If anything was parried, the cooldown halves and you gain 1 Initiative.

Builds: The Unbroken

Variants (one active at a time)

  • Steel Echo mastery 2 Each parry stores a Steel Echo (up to 6). Your next skill releases them as a ring of steel around you, 40% of a hit for each Echo.
  • Bulwark Parry mastery 5 With a shield in hand the parry holds for 1.5 seconds and also turns aside blows on allies within two strides of you.
  • Disarm mastery 8 Foes you parry are Weakened for 4 seconds; elites and bosses are left Vulnerable instead.

Pinning Javelin

Page pick at level 4 · Projectile · 10 Stamina · 5s cooldown

Hurl a javelin that punches through the line and pins every foe it passes (Rooted). A throw that pins 3 or more foes gives you 1 Initiative.

Builds: Storm Javelineer

Variants (one active at a time)

  • Fork mastery 2 Three javelins in a fan, each at half damage.
  • Lightning Rod mastery 5 The javelin stops at the first foe and bursts as lightning over 1.6 strides, Shocking all it touches. Two seconds later the planted javelin calls lightning down again, two strides around it (150%).
  • Impaler mastery 8 A heavier throw: ten strides, 40% harder, and it Stuns instead of pinning. Elites and bosses it strikes are left Vulnerable for 3 seconds.

War Banner

Page pick at level 9 · Area · 20 Stamina · 16s cooldown

An Art (it spends up to 3 Initiative). Drive your standard into the ground: for 10 seconds foes around it are cut every second and you fight 12% faster. Each Initiative you spend adds 4 seconds and half a stride. Recast it while it stands and it is replanted where you are, keeping the longer of its times.

Builds: Banner-Lord

Variants (one active at a time)

  • Banner of the Charge mastery 2 When you dash, the banner pulls up and replants where the dash ends, and it lends you 12% move speed too.
  • Banner of the Wall mastery 5 The standard holds the line: planting it Taunts foes within four strides, and you take 10% less.
  • Banner of Blood mastery 8 The ring leaves foes Bleeding, and your blows heal you (4% lifesteal).

Flash Cut

Page pick at level 9 · Dash · 15 Stamina · 6s cooldown

An Art (it spends 1 Initiative). Dash four strides through the line, cutting everything you pass; a moment later the cut lingers and each foe takes 40% of it again. The Initiative you spend adds 30% damage and lengthens the cut. A kill resets the cooldown (at most once every 2 seconds).

Builds: Storm Javelineer · The Hundred Weapons

Variants (one active at a time)

  • Lingering Cut mastery 2 The cut lingers twice as hard (80% of the cut), and every foe you pass may be left Bleeding (60%).
  • Drawn Through mastery 5 The dash ends in the Draw Strike of the weapon in your hand, free (it leaves the Draw's cooldown alone): a cone, a ring or a lunge where you stop.
  • Headsman mastery 8 The linger cuts foes under 30% health twice as hard, and cuts down ordinary foes under 15% outright.

Aegis March

Page pick at level 18 · Area · 35 Stamina · 24s cooldown

Raise the great shield and walk: for 6 seconds a ring of steel travels with you, Taunting and shoving the pack while you take 30% less. With a shield in hand the ward is half again as thick, and a march that catches 3 or more foes gives you 1 Initiative.

Builds: The Unbroken · Banner-Lord

Variants (one active at a time)

  • Shield Line mastery 2 A wider ring (3.8 strides) and a thicker ward (14% of your max HP).
  • Ram mastery 5 An offence march: you move 30% faster and hit 70% harder, and take only 15% less.
  • Mirror Wall mastery 8 Blows against you are flung back at the attacker (18 thorns).

How you get them

  • Page picks. A Fighter gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works