Also, if a list of all the base talents appear abit overwhelming to you, you can go here for discussion on cross class combo and ability synergy to help you plan your characters.
(Many thanks to Adhin for providing the webspace to host the images.)
WARRIOR
(character is at level 1)
WEAPON AND SHIELD

1. Shield Defense
Requires: Level 3
Requires: Shield
The warrior assumes a defensive stance, reducing damage taken from the front. However, the warrior inflects less damage against enemies and sacrifices the ability to make closing attacks.
Damage: -25%
Damage resistance +25% vs. frontal attacks
Reserved: 15% of stamina
Cooldown: 5s
Type: Sustained mode
2. Shield Wall
Requires: Level 8
Requires: Shield Defense
Points required in Weapon and Shield: 4
Shield Defense now reduces the damage from all attacks, rather than just the front. Additionally, the warrior's shiield deflects some regular strikes, shrugging off most of the damage.
Damage resistance: +50% vs. rear attacks
Effect: 20% chance that normal hits against the warrior become glancing blows
Type: Upgrade
3. Perception
Requires: Level 4
Requires: Shield Defense
Requires: Shield
The warrior maintains constant awreness of the battlefield. So long as the warrior has a shield equipped, enemies receive no bonus for attacking from behind.
Effect: Immune to flanking
Type: Passive ability
4. Safeguard
Requires: Level 7
Requires: Scatter
Requires: Perception
Points required in Weapon and Shield: 4
Requires: Shield
While a shield is equipped, the warrior shrugs off the extra damage from critical hits.
Effect: Immune to critical hits
Type: Passive ability
5. Scatter
Requires: Level 6
Requires: Shield Bash
Requires: Shield Defense
Points required in Weapon and Shield: 2
Requires: Shield
The warrior clears a forward arc, throwing enemies back.
Physical damage: 24
Physical force: 4x
Cost: 30 stamina
Cooldown: 25s
Type: Activated ability
6. Disperse
Requires: Level 10
Requires: Scatter
Scatter now forces back even large creatures, and is particularly punishing against enemies whose defenses a rogue has lowered.
Physical damage: +12
Physical damage: 300% vs DISORIENTED targets
Physical force: +2x
Type: Upgrade
7. Shield Bash
Requires: Level 2
Requires Shield
The warrior's shield arcs out, striking foes like a battering ram.
Physical damage: 10
Physical force: 12x
Cost: 10 stamina
Cooldown: 15s
Type: Activated ability
8. Pummel
Requires: Level 6
Requires: Shield Bash
Shield Bash can be used more frequently, and enemies slammed by the warrior's shield are STAGGERED.
STAGGER chance: 100%
Cooldown: -5s
Type: Upgrade
9. Assault
Requires: Level 5
Requires: Shield Bash
Requires: Shield
The warrior spins into a vicious assault that inflicts significant damage and often throws enemies back.
Physical damage: 10 (x3 hits)
Physical force: 2x (x3 hits)
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
10. Battery
Requires: Level 9
Requires: Assault
Points required in Weapon and Shield: 3
Assault can now be used more frequently. Is is also much more effective, particularly against enemies a rogue has left in a vulnerable state.
Physical damage: +5 (x3 hits)
Physical damage: 400% vs. DISORIENTED targets on final hit
Cooldown: -5s
Type: Upgrade
TWO-HANDED

1. Mighty Blow
Requires: level 2
The warrior leaps into the air, crashing down on foes with tremendous force.
Physical damage: 24
Physical force: 2x
Cost: 20 stamina
Cooldown:20s
Type: Activated ability
2. Shattering Blow
Requires: Level 8
Requires: Mighty Blow
Points required in Two-Handed: 2
Mighty Blow now crushes enemies who a mage has made BRITTLE.
Physical damage: 300% vs. BRITTLE targets
Physical force: 200% vs. BRITTLE targets
Cooldown: -5s
Type: Upgrade
3. Killer Blow
Requires: Level 6
Requires: Mighty Blow
Mighty Blow becomes considerably more punishing.
Physical damage: +12
Type: Upgrade
4. Scythe
Requires: Level 5
Requires: Mighty Blow
Points required in Two-Handed: 2
The warrior charges through enemy lines, felling combatants in the way.
Physical damage: 18
Physical force: 2x
Cost: 30 stamina
Cooldown: 20s
Type: Activated ability
5. Reaper
Requires: Level 9
Requires: Scythe
Scythe inflicts a great deal more pain, particularly against enemies a mage has made BRITTLE.
Physical damage: +9
Physical damage: 200% vs. BRITTLE targets
Physical force: +1x
Physical force: 200% vs BRITTLE targets
Type: Upgrade
6. Giant's Reach
Requires: Level 3
Points required in Two-Handed: 1
The warrior's two-handed attack rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. The affects basic attacks, Whirlwind, Mighty BLow, and Scythe.
Size: +1m for two-handed attacks
Type: Passive ability
7. Whirlwind
Requires: Level 7
Requires: Mighty Blow
Requires: Giant's Reach
Points required in Two-Handed: 3
The warrior cuts through foes, hitting all targets within melee range with a single sweeping arc.
Physical damage: 18
Physical force: 2x
Size: 6m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability
8. Tornado
Requires: Level 13
Requires: Whirlwind
Points required in Two-Handed: 6
Whirlwind now lands a critical hit with nearly every swing.
Critical chance: 100%
Type: Upgrade
9. Cyclone
Requires: level 11
Requires: Whirlwind
Whirlwind becomes murderously effective and can be used more frequently
Physical damage: +6
Cooldown: -5s
Type: Upgrade
10. Sunder
Requires: Level 4
Points required in Two-Handed: 1
The warrior's strikes carry such weight that critical hits gain a chance to STAGGER the victim.
Critical chance: +10%
STAGGER chance: 50% vs. normal enemies on a critical hit
Type: Passive ability
Vanguard

1. Control
Requires: Level 3
The warrior fights with discipline, not anger, making every swing count. (This mode cannot be used at the same time as Might.)
Attack: +10%
Reserved: 15% of stamina
Cooldown: 5s
Type: Sustained mode
2. Command
Requires: Level 7
Requires: Control
Points required in Vanguard: 2
Control results in even more focused attacks. which increases the warrior's chance to land a critical hit.
Critical chance: +10%
Type: Upgrade
3. Destroyer
Requires: Level 7
Requires: Control
Points required in Vanguard: 3
The warrior is now an elite combatant, so experienced in battle that enemies suffer more pain when fighting the warrior than they would when fighting anyone else.
Enemy damage resistance: 90% vs. warrior's basic attacks
Enemy damage resistance: 50% vs. warrior's critical hits
Type: Passive ability
4. Cleave
Requires: Level 6
Requires: Control
Requires: Might
Points required in Vanguard: 2
For a short time, the warrior's damage output increases tremendously.
Damage: +100%
Duration: 10s
Cost: 20stamina
Cooldown: 20s
Type: Activated ability
5. Claymore
Requires: Level 10
Requires: Cleave
Points required in Vanguard: 4
The warrior now retains the damge bonus from Cleave for longer and leaves some opponents off-balance, ready for further exploitation by a mage or rogue.
STAGGER chance: 40% vs. normal enemies
Stun chance: 100% vs. BRITTLE targets
Duration: +5s
Type: Upgrade
6. Massacre
Requires: Level 12
Requires: Cleave
Points required in Vanguard: 4
The warrior culls the weak. In most cases, when an enemy falls below a certain health threshold, the next hit is fatal.
Effect: Deathblow vs. normal enemeis below 20% health
Effect: Deathblow vs. lieutenants below 10% health
Type: Passive ability
7. Might
Requires: Level 3
The warrior focuses on heavy swings that cleave through foes. (This mode cannot be used at the same time as Control.)
Damage: +10%
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode
8. Muscle
Requires: Level 7
Requires: Might
Points required in Vanguard: 2
While Might is active, the warrior's critical hits are more likely to be fatal.
Critical damage: +25%
Type: Upgrade
9. Assail
Requires: Level 5
Requires: Might
Points required in Vanguard: 3
For a short time, the warrior throws more weight into each swing, significantly inceasing the force of any attack, as well as boosting the damage output.
Damage: +10%
Physical force: 3x
Elemental force: 3x
Duration: 15s
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability
10. Besiege
Requires: Level 9
Requires: Assail
Points required in Vanguard: 4
When the warrior is using Assail, every attack now slams into other foes near the intended target.
Physical damage: 6 per hit vs. all nearby enemies
Type: Upgrade
Defender

1. Stonewall
The warrior braces for impact, shrugging off damage for a brief moment and pushing back against any foe who
attacks.
Physical force: 2x vs. attacking enemies
Damage resistance: +50%
Duration: 5s
Cost: 20 stamina
Cooldown: 15s
Type: Activated ability
2. Bulwark
Requires: Level 3
Requires: Stonewall
Stonewall now protects the warrior further, increasing the resistance to damage and making the warrior temporarily immune to the effects of force. The warrior's strikes against attacking foe now inflict damage as well.
Damage resistance: +50%
Knockback resistance: 100%
Knockdown resistance: 100%
Cooldown: -5s
Type: Upgrade
3. Adamant
Requires: Level 8
Requires: Stonewall
Requires: Turn the Blade
Points required in Defender: 3
The warrior's deep knowledge of the defensive arts grants a permanent resilience against damage of all type.
Damage resistance: +5%
Type: Passive ability
4. Turn the Blade
Requires: Level 3
While many warriors choose to endure their foe's hits, some prefer to deflect the damage instead. (This mode
cannot be used at the same time as Elemental Aegis.)
Defense: +10%
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode
5. Raise the Guard
Requires: Level 9
Requires: Turn the Blade
Points required in Defender: 2
Further training in defensive tactics increase the effectiveness of Turn the Blade.
Defense: +5%
Type: Upgrade
6. Steady the Foot
Requires: Level 7
Requires: Turn the Blade
The warrior holds ground, becoming remarkably resilient against forceful attacks.
Fortitude: +20
Type: Upgrade
7. Resilience
Requires: Level 5
Requires: Turn the Blade
Requires: Elemental Aegis
Points required in Defender: 2
Warriors trained in resilience have learned not to flinch from wounds, making it almost impossible to break their attacks, push them backwards, or distract them with elemental effects like mild immolation. The warrior will only be interrupted by attacks that deal so much force as to knock the warrior completely down or that cause lengthy elemental effects.
Knockbackresistance: 100%
Type: Passive ability
8. Elemental Aegis
Requires: Level 3
The secret to warding off the elements is to rely on your armor, keeping it between you and the blast. The warrior has learned this lesson well, and can anticipate magical attacks. *This mode cannot be used at the same time as Turn the Blade.)
Fire resistance: +40%
Cold resistance: +40%
Electricity resistance: +40%
Nature resistance: +40%
Spirit resistance: +40%
Reserved: 15% of stamina
Cooldown: 5s
Type: Sustained mode
9. Elemental Shroud
Requires: Level 7
Requires: Elemental Aegis
Points required in Defender: 2
The warrior has grown increasingly adept at resisting elemental attacks.
Fire resistance: +20%
Cold resistance: +20%
Electricity resistance: +20%
Nature resistance: +20%
Spirit resistance: +20%
Type: Upgrade
10. Resolute
Requires: Level 8
Requires: Elemental Aegis
Points required in Defender: 4
The warrior has faced more mages in battle than most denizens of Thedas even see in a lifetime. This experience has built a mental fortitude that any templar would envy.
Magic resistance: +10%
Type: Passive ability
Warmonger

1. Pommel Strike
Instead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to stun the opponent.
Stun chance: 100% vs. normal enemies
Duration: 5s
Cost: 10 stamina
Cooldown: 15s
Type: Activated ability
2. Pommel Blow
Requires: Level 3
PommelStrike now stuns enemies for longer and sends them reeling.
STAGGER chance: 100% vs. stunned targets
Duration: +3s
Cooldown: -5s
Type: Upgrade
3. Tremor
Requires: Level 5
Push a warrior and prepare to be pushed back. Nearby enemies are knocked back as the warrior slams a weapon into the ground.
Physical force: 8x
Size: 6m
Cost: 30 stamina
Cooldown:20s
Type: Activated ability
4. Quake
Requires: Level 11
Requires: Tremor
Points required in Warmonger: 3
The warrior can push back a larger crowd of enemies, and those thrown to the ground are now stunned.
Stun chance: 100% vs. knocked-down targets
Size 10m
Type: Upgrade
5. Aftershock
Requires: Level 9
Requires: Tremor
Tremor can be used more frequently and now has a chance to send enemies reeling.
STAGGER chance: 40% vs. normal enemies
Cooldown: -5s
Type: Upgrade
6. Taunt
Requires: Level 3
A mocking cry catches the attention of nearby foes, causing them to immediately abandon attacks on other allies to concentrate on the warrior instead.
Threat transfer: 100% from companions to warrior
Size: 10m
Cost: 30 stamina
Cooldown: 20s
Type: Activated ability
7. Bellow
Requires: Level 7
Requires: Taunt
Points required in Warmonger: 2
Taunt now effects enemies in a larger area, drawing them away from allies and to the warrior.
Size: 16m
Type: Upgrade
8. Bravery
Requires: Level 6
Requires: Taunt
The warrior's unwavering courage grants bonuses that increase proportionally to the number of enemies the warrior is engaging. (This mode cannot be used at the same time as Battle Synergy.)
Attack: +10% per naerby enemy, after the first
Critical chance: 3% per nearby enemy, after the first
Size: 10m
Reserved: 30% of stamina
Cooldown: 10s
Type: Sustained mode
9. Bravado
Requires: Level 9
Requires: Bravery
Bravery now draws more enemies toward the warrior, thus further increasing the mode's bonuses.
Threat generation: +50% per nearby enemy, after the first
Type: Upgrade
10. Bravura
Requires: Level 9
Requires: Bravery
Points required in Warmonger: 3
Every enemy who swarms the warrior while Bravery is active now increases the warrior's damage further.
Damage: +5% per nearby enemy, after the first
Type: Upgrade
Battlemaster

1. Rally
Requires: Level 4
The warrior rallies fellow combatants, briefly boosting other party members' mana or stamina regeneration rates and lending them the benefits of Might, Control, Turn the Blade, or Elemental Aegis if the warrior currently has one of those sustained modes active.
Effect: Might, Control, Turn the Blade or Elemental Aegis apply to companions if active
Mana/stamina regeneration rate: +200 for companions
Duration: 10s
Cost: 15 stamina
Cooldown: 30s
Type: Activated ability
2. Unite
Requires: Level 8
Requires: Rally
Point required in Battlemaster: 2
Other allies now gain the benefits of the upgrades to Might, Control, Turn the Blade, or Elemental Aegis if the warrior currently has one of those sustained modes active, and party members regenerate mana or stamina even more quickly.
Effect: Upgrades for Might, Control, Turn the Blade or Elemental Aegis apply to companions if active
Mana/stamina regeneration rate: +400 for companions
Type: Upgrade
3. Battle Synergy
Requires: Level 5
Requires: Rally
While this mode is active, the warrior and other party members within range fight as a cohesive unit that is deadlier than the sum of its parts. (This mode cannot be used at the same time as Bravery.)
Defense: +5% per companion, for all party members
Damage reduction: +3% per companion, for all party members
Size: 10m
Reserved: 30% of stamina
Cooldown: 10s
Type: Sustained mode
4. Fearless Synergy
Requires: Level 9
Requires: Battle Synergy
Points required in Battlemaster: 2
The warrior now taunts nearby enemies while Battle Synergy is active, drawing the foes' attention away from party members.
Threat transfer: +50% from companions to warrior
Type: Upgrade
5. Hero's Synergy
Requires: Level 11
Requires: Battle Synergy
Points required in Battlemaster: 2
The warrior now makes sacrifices on behalf of other party members, voluntarily suffering damage that the allies would otherwise have suffered themselves.
Damage transfer: +25% from companions to warrior
Type: Upgrade
6. Bolster
Requires: Level 3
Steeling for battle, the warrior takes a deep breath to regain some stamina.
Stamina regeneration: 5%
Type: Activated ability
7. Second Wind
Requires: Level 8
Requires: Bolster
Long years of training grant access to deep reserves of vigor, instantly restoring the warrior's stamina.
Stamina regeneration: 100%
Cooldown: 60s
Type: Activated ability
8. Last Push
Requires: Level 14
Requires: Second Wind
The warrior quickly recuperates from recent exertion.
Effect: Talents currently in cooldown become available more quickly
Type: Upgrade
9. Deep Breath
Requires: Level 12
Requires: Second Wind
Second Wind can be used more frequently.
Cooldown: -15s
Type: Upgrade
10. Deep Reserves
Requires: Level 6
Requires: Bolster
The warrior's extensive combat experience grants great fortitude in battle.
Mana/stamina regeneration rate: +10
Type: Passive ability
Сообщение изменено: Naitaka, 24 Февраль 2011 - 10:47 .





Наверх
















