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Warden

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[edit] Warden Abilities

* Click on an ability's name to see more details *


Air Abilities
Surge of the Storm +4 Charges
Generates Air charges on all nearby groupmates.
Nature Abilities
Capture -6 Charges
A rear Deathblow attack that can only be performed upon enemies with very low health and that have their backs to you. Once begun, no enemy can escape from a Deathblow.
Devour -6 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Endurance -5 Charges
A Boon that greatly increases the user's maximum health and also heals a moderate amount of damage over time. This ability is self only.
Exterminate -10 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Fist of the Cobra -3 Charges
A deadly physical attack that inflicts the target with multiple Poisons, dealing heavy Nature damage over time.
Force of Nature -4 Charges
A physical attack that deals devastating Nature damage to the target and gives the user a Boon. This Boon greatly increases damage output.
Frenzy -1 Charges
A physical attack that knocks the target back, dealing them heavy Nature damage in the process. Targets are less likely to succumb to disruption effects the more often they are used.
Guardian Strike +2 Charges
A physical attack that deals low Nature damage to the target and gives the user a Boon. This Boon increases armor ratings.
Guardian's Wrath -10 Charges
A deadly physical attack that damages and knocks back all nearby enemies. The user of this ability, and all nearby groupmates will also receive a Boon that makes them immune to damage for a short time after.
Howl of the Wild +4 Charges
Generates Nature charges on all nearby groupmates.
Inspire +0 Charges
A Boon that increases the effectiveness of all physical abilities for the user and their nearby groupmates.
Instinct -3 Charges
A Boon that increases the effectiveness of the user's physical Growth abilities. This ability is self only.
Nature's Liberty -1 Charges
Using this ability will break any hold effects affecting the user and their nearby allies.
Seismic Strike -3 Charges
A physical attack that deals heavy Nature damage to all enemies near the user and knocks them back. Targets are less likely to succumb to disruption effects the more often they are used.
Shelter -5 Charges
Places a field of Boon at the user's location. This Boon renders all nearby combatants immune to stun, root, pacify, terror and mesmerize effects, regardless of whether those combatants are enemies or allies.
Slaughter -10 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Slayer's Sweep -6 Charges
A swift Deathblow attack that can only be performed upon enemies with very low health. Once begun, no enemy can escape from a Deathblow.
Snakebite +1 Charges
A physical attack that deals moderate Nature damage and Poisons the target. This Poison deals low damage over time.
Spirit of the Oak -3 Charges
Grants the user a Boon, increasing the amount of damage they deal and giving them immunity to stun, pacify, mesmerize, terror, knockback and teleport effects, but also roots them in place for the duration of the ability. This ability is self only.
Spirit Shroud -3 Charges
A Boon that makes the user immune to hostile spiritual abilities, but also lowers the user's defense and armor ratings for the duration of the ability. This ability is self only.
Sure Step -1 Charges
A Boon that renders the user immune to root, slow and knockback effects for a short time. This ability is self only.
Vitality +0 Charges
A Boon that increases the offensive ratings of all nearby groupmates.
Wanderlust -3 Charges
Creates a field at the user's location. This field pulses every few seconds, breaking any stun, sleep, terror, root or pacify effects on all nearby groupmates.
Fire Abilities
Crossfire -4 Charges
A physical attack that deals heavy Fire damage to all nearby enemies.
Dark Pact -3 Charges
A Mark that greatly increases the user's damage, but also renders them immune to all friendly Life school effects. This ability is self only.
Flaming Force -3 Charges
A physical attack that deals heavy Fire damage to the target.
Flaming Whip +1 Charges
A physical attack that deals moderate Fire damage to the target.
Ignite +1 Charges
A physical attack that Ignites all nearby enemies, dealing Fire damage to them every few seconds.
Inferno -3 Charges
Creates a field at the user's location which pulses every few seconds. With each pulse all nearby enemies will be dealt Fire damage, and there is also a chance they will be stunned. Targets are less likely to succumb to disruption effects the more often they are used.
Invulnerability -6 Charges
A Mark that gives the user immunity to damage for a short amount of time but also dramatically reduces their offensive ratings for the duration of the effect. This ability is self only.
Rage of the Flame +4 Charges
Generates Fire charges on all nearby groupmates.
Roar of the Warchief -3 Charges
Places a field at the user's location. While fighting within this field, the amount of damage the user and their groupmates can deal with their abilities is increased.
Water Abilities
Black Winter +1 Charges
A physical attack that deals moderate Water damage and lowers the target's movement speed. Targets are less likely to succumb to disruption effects the more often they are used.
Divine Strike +1 Charges
A physical attack that deals moderate Water damage to the target and gives the user a Blessing. This Blessing increases the effectiveness of all incoming healing.
Fortitude -2 Charges
A Blessing that increases the armor ratings of all nearby groupmates.
Frozen Spite -3 Charges
A physical attack that deals heavy Water damage to the target and Blesses the user. This Blessing increases damage output.
Haven -3 Charges
Places a field of Blessing at the user's location. This Blessing increases incoming healing effectiveness and defensive ratings for all groupmates within.
Phalanx -2 Charges
A Blessing that increases the defensive ratings of all nearby groupmates.
Roar of the River +4 Charges
Generates Water charges on all nearby groupmates.
Soul of the Pure -3 Charges
A Blessing that makes the user immune to Death school effects, but also reduces their Death school effectiveness to zero, and lowers their overall effectiveness in using abilities. This ability is self only.
Strength of the Stalwart -2 Charges
A Blessing that makes the user immune to stun, root, pacify, terror and mesmerize effects for a short amount of time. This ability is self only.
Undertow -4 Charges
A deadly physical attack that deals heavy Water damage to all nearby enemies and then drags them towards the user. Targets are less likely to succumb to disruption effects the more often they are used.
Neutral Abilities
Canticle of the North Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Water charges.
Charge Neutral
Causes the user to rush toward their target and deal Fire damage to all nearby enemies.
Egress Neutral
For quick escapes. Using this ability will break any stun, mesmerize, root, terror or pacify effects affecting the user. This ability is self only.
Hymn of Flarefire Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Fire charges.
Litany of the Windwalker Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Air charges.
Raid Neutral
Causes the user to rush forward and attack their target, lowering the target's movement speed.
Solemnity Neutral
A Blessing that increases the duration of all beneficial effects used on or by the user. This ability is self only.
Tackle Neutral
Causes the user to rush forward and attack their target, knocking them back. Targets are less likely to succumb to disruption effects the more often they are used.
Talisman of Darkwoods Neutral
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Nature charges.
Timejump Neutral
Allows the player to select a nearby point and instantly teleport to that location.
Timestep Neutral
Causes the user to instantly teleport towards their target.


[edit] See Also

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