Pixel Dungeon Wiki
(Existing taletns updated to 0.9.3)
Tag: Visual edit
(Added extra info about Berserker)
Tag: Visual edit
(2 intermediate revisions by the same user not shown)
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Warrior now automatically identifies the [[Mod-Shattered Pixel Dungeon/Scrolls#Scroll of Rage|scroll of rage]] and [[Mod-Shattered Pixel Dungeon Potions#Potion of Healing|potion of healing]], rather than the [[Mod-Shattered Pixel Dungeon Potions#Potion of Strength|potion of strength]].
 
Warrior now automatically identifies the [[Mod-Shattered Pixel Dungeon/Scrolls#Scroll of Rage|scroll of rage]] and [[Mod-Shattered Pixel Dungeon Potions#Potion of Healing|potion of healing]], rather than the [[Mod-Shattered Pixel Dungeon Potions#Potion of Strength|potion of strength]].
 
==Subclasses==
 
==Subclasses==
Subclass can be chosen after defeating the second boss and using the tome of mastery (Tensu's mask since 0.9.3).
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Subclass can be chosen after defeating the second boss and using the Tensu's mask.
   
 
===Gladiator===
 
===Gladiator===
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{{Game description|The Gladiator builds one point of combo every time he makes a successful attack with a melee or thrown weapon. If the Gladiator does not make a successful attack within 5 turns, his combo is reset.
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{{Clr}}
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As combo builds it unlocks a variety of combo abilities. A new ability becomes available at 2, 4, 6, 8, and 10 combo. Some abilities help build more combo, while others let the Gladiator spend his combo on powerful attacks.|heading=Gladiator|width=100%}}
 
Hitting enemies with physical attacks (melee or missle weapons) generates combo. Unlike in vanilla PD combo doesn't increase attack damage, but allows the Hero to execute special moves.{{Game description|The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between hits will reset the combo counter to 0.
 
Hitting enemies with physical attacks (melee or missle weapons) generates combo. Unlike in vanilla PD combo doesn't increase attack damage, but allows the Hero to execute special moves.{{Game description|The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between hits will reset the combo counter to 0.
 
{{Clr}}
 
{{Clr}}
Building combo unlocks special combo attacks that cannot miss! A different attack is unlocked at 2, 4, 6, 8, and 10 combo count. Some moves reset combo and some do not, but each move can only be used once per combo session.|width = 100%|image = Combo.png|heading = Combo}}After any succesful attack the combo counter increases by 1. However it resets after not hitting anything for 5 turns (the timer can be extended by killing any enemy if you invested in '''cleave''' talent. After gathering at least 2 combo points a new button appears on the screen which lets the Hero execute a special move. Any move can be chosen with enough combo points, however each move can be used only once per combo and any move except '''Clobber''' and '''Parry''' resets the combo counter.
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Building combo unlocks special combo attacks that cannot miss! A different attack is unlocked at 2, 4, 6, 8, and 10 combo count. Some moves reset combo and some do not, but each move can only be used once per combo session.|width = 80%|image = Combo.png|heading = Combo}}
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After any succesful attack the combo counter increases by 1. However it resets after not hitting anything for 5 turns (the timer can be extended by killing any enemy if you invested in '''cleave''' talent. After gathering at least 2 combo points a new button appears on the screen which lets the Hero execute a special move. Any move can be chosen with enough combo points, however each move can be used only once per combo and any move except '''Clobber''' and '''Parry''' resets the combo counter.
   
 
'''Special moves:'''
 
'''Special moves:'''
   
* At 2 combo, '''Clobber''' becomes avalible:
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*At 2 combo, '''Clobber''' becomes avalible:
 
{{Game description|{{Color|FFFF44|Clobber}} knocks an enemy back 2 tiles, but deals no damage and cannot knock into pits. Increments combo by 1.|heading = |width = 60%}}
 
{{Game description|{{Color|FFFF44|Clobber}} knocks an enemy back 2 tiles, but deals no damage and cannot knock into pits. Increments combo by 1.|heading = |width = 60%}}
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* At 4 combo, '''Slam''' becomes available:
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*At 4 combo, '''Slam''' becomes available:
 
{{Game description|{{Color|FFFF44|Slam}} deals combo*20% of your armor's blocking power as bonus damage. Resets combo when used.|heading = |width = 60%}}
 
{{Game description|{{Color|FFFF44|Slam}} deals combo*20% of your armor's blocking power as bonus damage. Resets combo when used.|heading = |width = 60%}}
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*At 6 combo, '''Parry''' becomes available:
 
*At 6 combo, '''Parry''' becomes available:
 
{{Game description|{{Color|FFFF44|Parry}} blocks the next attack within 1 turn when activated, and instantly retaliates to it. Resets combo if nothing is parried.|heading = |width = 60%}}
 
{{Game description|{{Color|FFFF44|Parry}} blocks the next attack within 1 turn when activated, and instantly retaliates to it. Resets combo if nothing is parried.|heading = |width = 60%}}
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*At 8 combo, '''Crush''' becomes available:{{Game description|{{Color|FFFF44|Crush}} deals combo*25% of your melee damage to the primary target, and half that damage to all other enemies in a 7x7 AOE. Resets combo when used.|width = 60%|heading = }}
 
* At 10 combo, '''Fury''' becomes available:
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*At 8 combo, '''Crush''' becomes available:
 
{{Game description|{{Color|FFFF44|Crush}} deals combo*25% of your melee damage to the primary target, and half that damage to all other enemies in a 7x7 AOE. Resets combo when used.|width = 60%|heading = }}
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*At 10 combo, '''Fury''' becomes available:
 
{{Game description|{{Color|FFFF44|Fury}} hits an enemy once for each combo you have, each hit deals 60% damage and can trigger enchantments. Resets combo when used.|width = 60%|heading = }}
 
{{Game description|{{Color|FFFF44|Fury}} hits an enemy once for each combo you have, each hit deals 60% damage and can trigger enchantments. Resets combo when used.|width = 60%|heading = }}
   
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|Deals 50% of the damage to all enemies in 7x7 AoE.
 
|Deals 50% of the damage to all enemies in 7x7 AoE.
 
|-
 
|-
|Fury
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| Fury
 
|10
 
|10
 
|60%
 
|60%
 
|Attacks as many times as there is combo; 10 combo will attack 10 times.
 
|Attacks as many times as there is combo; 10 combo will attack 10 times.
 
|}
 
|}
===Berserker===
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=== Berserker===
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{{Game description|The Berserker gains rage as he takes physical damage, including damage that gets blocked by his armor! Rage steadily fades away over time, but fades more slowly if he is at low HP.
The [[Berserker]] has been completely reworked, now gaining Rage as he takes damage.
 
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{{Clr}}
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The Berserker deals up to +50% damage at 100% rage. When at 0 health and 100% rage, the Berserker will briefly gain 8x his normal maximum shielding and will refuse to die as long as he has shielding left. The Berserker needs time to recover after he defies death however.|heading=Berserker|width=100%}}
 
The [[Berserker]] has been completely reworked, now gaining rage as he takes physical damage. The rage increases his attack damage and eventually allows him to refuse death.
   
 
{{Game description|The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.
 
{{Game description|The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.
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{{Color|FFFF44|+Y%}} damage|width = 100%|image = Shattered-Angered.png|heading = Angered}}
 
{{Color|FFFF44|+Y%}} damage|width = 100%|image = Shattered-Angered.png|heading = Angered}}
   
Rage gained is based off of the damage that would be dealt before armor is applied, so having a high-level plate armor will help the Berserker build his Rage. He loses Rage over time, but having lower health will cause it to decrease much slower. Having 100% Rage or higher will cause the Berserker to deal 50% bonus damage, and lower amounts of Rage will multiply this boost by their percentage (i.e. 90% Rage will deal 90% of 50% bonus damage).
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Taking damage generates {{Code|100% * damage / (3 * max HP)}}. Note that rage gained is based off of the damage before any damage reduction applied, so having a high-level armor will help the Berserker build his rage. He loses {{Code|6.7% * (HP / max HP)^2}} of remaining rage every turn; having lower health causes it to decrease much slower.
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Rage will cause the Berserker to deal bonus physical damage; at 100% rage he will deal 50% more damage, lower amounts of rage will multiply this boost by their percentage (i.e. 90% Rage will deal 90% of 50% bonus damage - 45%). While rage can exceed 100% if '''endless rage''' talent is active, bonus damage is always capped at 50%.
   
 
{{Game description|At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful {{Yellow|dealing +50% damage, gaining bonus shielding, and refusing to die.}}
 
{{Game description|At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful {{Yellow|dealing +50% damage, gaining bonus shielding, and refusing to die.}}
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Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.|width = 100%|heading = Berserk|image = Fury.png}}
 
Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.|width = 100%|heading = Berserk|image = Fury.png}}
   
If at 100% Rage when killed, the Berserker will temporarily '''refuse death''' and go Berserk, causing him to gain 10 times his regular maximum shielding amount, determined by his Broken Seal while giving all of his attacks 50% bonus damage. This shielding will decrease by 10% per turn while the Berserker is Berserking, and when the Berserker runs out of shielding, he will die. If the Berserker is healed by any means while Berserking, he will stop Berserking and lose all of his shielding.
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If at 100% Rage when killed, the Berserker will temporarily '''refuse death''' and go berserk, causing him to gain 8 times his regular maximum shielding amount, determined by his broken seal while giving all of his attacks 50% bonus damage. This shielding will decrease by 10% per turn and when it reaches 0, the Berserker will die. If the Berserker is healed by any means, he will stop berserking and lose all of his shielding. Something to note is that berserking outprioritizes blessed ankhs, sharply limiting the blessed anhk's synergy with the subclass.
   
 
{{Game description|Inner strength has its limits. The berserker must rest before using his rage again.
 
{{Game description|Inner strength has its limits. The berserker must rest before using his rage again.
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While recovering the berserker does not build any rage from taking damage.
 
While recovering the berserker does not build any rage from taking damage.
 
{{Clr}}
 
{{Clr}}
Levels until recovered: {{Color|FFFF44|2}}|width = 100%|image = Shattered-Recovering.png|heading = Recovering}}
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Levels until recovered: {{Color|FFFF44|2}}|width = 60%|image = Shattered-Recovering.png|heading = Recovering}}
   
The Berserker will have to recover after Berserking, and will be unable to gain Rage until he gains the equivalent of 2 levels in experience. Something to note is that Berserking outprioritizes Blessed Ankhs, sharply limiting the Blessed Anhk's synergy with the subclass. Also, the Berserker cannot Heroic Leap while Berserking.
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The Berserker will have to recover after berserking, and will be unable to gain rage until he gains the equivalent of 2 levels in experience.
   
== Class armor abilities ==
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==Class armor abilities==
After defeating the fourth boss the warrior can use the armor kit (Dwarf King's crown since 0.9.3) to transform his armor into [[Shattered Pixel Dungeon/Armors#Warrior suit of armor|warrior suit of armor]] and pick one of three class armor abilities.
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After defeating the fourth boss the warrior can use the Dwarf King's crown to transform his armor into [[Shattered Pixel Dungeon/Armors#Warrior suit of armor|warrior suit of armor]] and pick one of three class armor abilities.
   
=== Heroic leap ===
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===Heroic leap===
Allows the warrior to jump toward a target location over enemies, but not over walls and other solid obstacles. Any enemy text to the target location will be stunned ''(the stun will be remove 0.9.3)''.
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{{Game description|The Warrior leaps toward a targeted location, going over any enemies or hazards in the way. He cannot leap over walls or other solid terrain however.
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{{Clr}}
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Charge cost: {{yellow|25}}||heading=Heroic Leap|width=60%}}
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Allows the warrior to jump toward a target location over enemies, but not over walls and other solid obstacles.
   
=== Shockwave ''(will be added in 0.9.3)'' ===
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===Shockwave===
The warrior slams to the ground producing a shockwave which travels in a cone, it damages and criples any enemy in it's path.
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{{Game description|The warrior slams the ground, producing a shockwave that travels up to 5 tiles in a 60 degree cone.
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{{Clr}}
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Enemies caught in this shockwave are crippled for 5 turns. They also take 5-10 damage, plus an additional 1-2 damage for every point of strength the warrior has above 10.
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{{Clr}}
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Charge cost: {{yellow|35}}||heading=Shockwave|width=80%}}
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The warrior slams to the ground producing a shockwave which travels in a cone, it damages all enemies in it's path by 5 - 10 (increased by 1 - 2 for every point of strength and [[Shattered Pixel Dungeon/Debuffs#Crippled|cripples]] them for 5 turns.
   
=== Endure ''(will be added in 0.9.3)'' ===
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===Endure===
The warrior skips 3 turns, during which he takes reduced damage from all sources. His next melee attack will be enpowered based on damage endured.
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{{Game description|The Warrior endures for 3 turns, taking half damage from all sources. This reduction is applied before damage resisting effects like armor.
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{{Clr}}
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After enduring, the warrior's next hit within 10 turns gains bonus damage. This bonus damage is equal to one fourth of all the damage inflicted on him while enduring, before any damage reduction effects!
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{{Clr}}
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If the warrior has any combo, using this ability increases its remaining time by 3 turns.
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{{Clr}}
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Charge cost: {{yellow|50}}||heading=Endure|width=80%}}
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The warrior skips 3 turns, during which he takes half the damage from all sources. Damage of his next melee attack will be increased by 25% of the damage endured. Extra damage provided by this ability '''is not effected by Berserker's damage multiplyer'''.
   
== Talents ==
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==Talents==
   
=== Tier 1 ===
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===Tier 1===
 
{{Game description|{{yellow|+1:}} Eating heals the Warrior for {{yellow|2 HP}} when he is below 50% health, and {{yellow|3 HP}} when he is below 25% health.
 
{{Game description|{{yellow|+1:}} Eating heals the Warrior for {{yellow|2 HP}} when he is below 50% health, and {{yellow|3 HP}} when he is below 25% health.
 
{{yellow|+2:}} Eating heals the Warrior for {{yellow|3 HP}} when he is below 50% health, and {{yellow|5 HP}} when he is below 25% health.
 
{{yellow|+2:}} Eating heals the Warrior for {{yellow|3 HP}} when he is below 50% health, and {{yellow|5 HP}} when he is below 25% health.
|width = 60%|image = Hearty_Meal.png|heading = Hearty Meal}} {{Game description|{{Color|FFFF44|+1}}: The Warrior identifies weapons and armor {{Color|FFFF44|2x faster}}.
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|width = 60%|image = Hearty_Meal.png|heading = Hearty Meal}}
{{Color|FFFF44|+2}}: The Warrior identifies weapons and armor {{Color|FFFF44|when he equips them}}.|width = 60%|image = Armsmaster's_Intuition.png|heading = Armsmaster's Intuition}} {{Game description|{{yellow|+1:}} Whenever the Warrior identifies an item, he heals for {{yellow|2 HP}}.
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{{Game description|{{Color|FFFF44|+1}}: The Warrior identifies weapons and armor {{Color|FFFF44|2x faster}}.
{{yellow|+2:}} Whenever the Warrior identifies an item, he heals for {{yellow|3 HP}}.|width = 60%|image = Test_Subject.png|heading = Test Subject}} {{Game description|{{Color|FFFF44|+1}}: The max shield provided by the Warrior's seal is {{Color|FFFF44|increased by 1}}.
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{{Color|FFFF44|+2}}: The Warrior identifies weapons and armor {{Color|FFFF44|when he equips them}}.|width = 60%|image = Armsmaster's_Intuition.png|heading = Armsmaster's Intuition}}
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{{Game description|{{yellow|+1:}} Whenever the Warrior identifies an item, he heals for {{yellow|2 HP}}.
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{{yellow|+2:}} Whenever the Warrior identifies an item, he heals for {{yellow|3 HP}}.|width = 60%|image = Test_Subject.png|heading = Test Subject}}
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{{Game description|{{Color|FFFF44|+1}}: The max shield provided by the Warrior's seal is {{Color|FFFF44|increased by 1}}.
 
{{Color|FFFF44|+2}}: The max shield provided by the Warrior's seal is {{Color|FFFF44|increased by 2}}.|width = 60%|image = Iron_Will.png|heading = Iron Will}}
 
{{Color|FFFF44|+2}}: The max shield provided by the Warrior's seal is {{Color|FFFF44|increased by 2}}.|width = 60%|image = Iron_Will.png|heading = Iron Will}}
   
=== Tier 2 ===
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===Tier 2===
 
{{Game description|{{Color|FFFF44|+1}}: Eating food takes the Warrior 1 turn and grants him {{Color|FFFF44|75% damage resistance}} while eating.
 
{{Game description|{{Color|FFFF44|+1}}: Eating food takes the Warrior 1 turn and grants him {{Color|FFFF44|75% damage resistance}} while eating.
{{Color|FFFF44|+2}}: Eating food takes the Warrior 1 turn and grants him {{Color|FFFF44|100% damage resistance}} while eating.|width = 60%|image = Iron Stomach.png|heading = Iron Stomach}}{{Game description|{{yellow|+1:}} Drinking a potion of healing instantly recharges {{Color|FFFF44|67% of the shielding}} from the Warrior's broken seal.<p>{{yellow|+2:}} Drinking a potion of healing instantly recharges {{yellow|100% of the shielding}} from the Warrior's broken seal.<p>This talent also triggers when drinking potions or elixirs based on potions of healing.|width = 60%|image = Restored Willpower.png|heading = Restored Willpower}}{{Game description|{{yellow|+1:}} The Warrior's broken seal can transfer {{yellow|regular glyphs}} in the same way it transfers an upgrade.
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{{Color|FFFF44|+2}}: Eating food takes the Warrior 1 turn and grants him {{Color|FFFF44|100% damage resistance}} while eating.|width = 60%|image = Iron Stomach.png|heading = Iron Stomach}}
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{{Game description|{{yellow|+1:}} Drinking a potion of healing instantly recharges {{Color|FFFF44|67% of the shielding}} from the Warrior's broken seal.<p>{{yellow|+2:}} Drinking a potion of healing instantly recharges {{yellow|100% of the shielding}} from the Warrior's broken seal.<p>This talent also triggers when drinking potions or elixirs based on potions of healing.|width = 60%|image = Restored Willpower.png|heading = Restored Willpower}}
{{yellow|+2:}} The Warrior's broken seal can transfer {{yellow|regular, powerful, and curse glyphs}} in the same way it transfers an upgrade.|width = 60%|image = Runic Transference.png|heading = Runic Transference}}{{Game description|{{Yellow|+1:}} When the Warrior kills an enemy, the killing blow has a {{yellow|67% chance}} to be instantaneous.
 
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{{Game description|{{yellow|+1:}} The Warrior's broken seal can transfer {{yellow|regular glyphs}} in the same way it transfers an upgrade.
{{yellow|+2:}} When the Warrior kills an enemy, the killing blow has a {{yellow|100% chance}} to be instantaneous.|width = 60%|image = Lethal Momentum.png|heading = Lethal Momentum}}{{Game description|{{yellow|+1:}} The Warrior can blind an enemy for {{yellow|2 turns}} by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.
 
 
{{yellow|+2:}} The Warrior's broken seal can transfer {{yellow|regular, powerful, and curse glyphs}} in the same way it transfers an upgrade.|width = 60%|image = Runic Transference.png|heading = Runic Transference}}
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{{Game description|{{Yellow|+1:}} When the Warrior kills an enemy, the killing blow has a {{yellow|67% chance}} to be instantaneous.
 
{{yellow|+2:}} When the Warrior kills an enemy, the killing blow has a {{yellow|100% chance}} to be instantaneous.|width = 60%|image = Lethal Momentum.png|heading = Lethal Momentum}}
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{{Game description|{{yellow|+1:}} The Warrior can blind an enemy for {{yellow|2 turns}} by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.
 
{{yellow|+2:}} The Warrior can blind an enemy for {{yellow|3 turns}} by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.|width = 60%|image = Improvised Projectiles.png|heading = Improvised Projectiles}}
 
{{yellow|+2:}} The Warrior can blind an enemy for {{yellow|3 turns}} by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.|width = 60%|image = Improvised Projectiles.png|heading = Improvised Projectiles}}
   
=== Tier 3 ===
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===Tier 3===
'''Any subclass'''{{Game description|{{yellow|+1:}} When the warrior waits he gains {{yellow|+2 armor}} until he moves.<br />{{yellow|+2:}} When the warrior waits he gains {{yellow|+4 armor}} until he moves.<br />{{yellow|+3:}} When the warrior waits he gains {{yellow|+6 armor}} until he moves.|width = 60%|image = Hold Fast.png|heading = Hold Fast}}{{Game description|{{yellow|+1:}} The Warrior's strength is {{yellow|increased by 8%}}, rounded down.<br />{{yellow|+2:}} The Warrior's strength is {{yellow|increased by 13%}}, rounded down.<br />{{yellow|+3:}} The Warrior's strength is {{yellow|increased by 18%}} rounded down.|width = 60%|image = Strongman.png|heading = Strongman}}
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'''Any subclass'''{{Game description|{{yellow|+1:}} When the warrior waits he gains {{yellow|+2 armor}} until he moves.<br />{{yellow|+2:}} When the warrior waits he gains {{yellow|+4 armor}} until he moves.<br />{{yellow|+3:}} When the warrior waits he gains {{yellow|+6 armor}} until he moves.|width = 60%|image = Hold Fast.png|heading = Hold Fast}}
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{{Game description|{{yellow|+1:}} The Warrior's strength is {{yellow|increased by 8%}}, rounded down.<br />{{yellow|+2:}} The Warrior's strength is {{yellow|increased by 13%}}, rounded down.<br />{{yellow|+3:}} The Warrior's strength is {{yellow|increased by 18%}} rounded down.|width = 60%|image = Strongman.png|heading = Strongman}}
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'''Berserker only'''{{Game description|{{yellow|+1:}} The Berserker can reach a max of {{yellow|115% rage}}.<br />{{yellow|+2:}} The Berserker can reach a max of {{yellow|130% rage}}.<br />{{yellow|+3:}} The Berserker can reach a max of {{yellow|145% rage}}.|width = 60%|image = Endless Rage.png|heading = Endless Rage}}
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{{Game description|{{yellow|+1:}} The Berserker gains {{yellow|25% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|2.5 levels}} from 3.<br />{{yellow|+2:}} The Berserker gains {{yellow|50% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|2 levels}} from 3.<br />{{yellow|+3:}} The Berserker gains {{yellow|75% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|1.5 levels}} from 3.|width = 60%|image = Berserking Stamina.png|heading = Berserking Stamina}}
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{{Game description|{{yellow|+1:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|20% more often}} at 100% rage.<br />{{yellow|+2:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|40% more often}} at 100% rage.<br />{{yellow|+3:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|60% more often}} at 100% rage.|width = 60%|image = Enraged Catalyst.png|heading = Enraged Catalyst}}
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  +
'''Gladiator only'''{{Game description|{{yellow|+1:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|15 turns}}.<br />{{yellow|+2:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|30 turns}}.<br />{{yellow|+3:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|45 turns}}.|width = 60%|image = Cleave.png|heading = Cleave}}
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{{Game description|{{yellow|+1:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 33%}} of the broken seal's shielding.<br />{{yellow|+2:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 67%}} of the broken seal's shielding.<br />{{yellow|+3:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 100%}} of the broken seal's shielding.|width = 60%|image = Lethal Defense.png|heading = Lethal Defense}}
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{{Game description|{{yellow|+1:}} When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.<br />{{yellow|+2:}} In addition to the benefits of +1, when the Gladiator's combo is 9 or higher parry works on multiple attacks.<br />{{yellow|+3:}} In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.|width = 60%|image = Enhanced Combo.png|heading = Enhanced Combo}}
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===Tier 4===
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'''Heroic Leap'''{{Game description|{{yellow|+1:}} When the Warrior lands after jumping, all adjacent enemies take {{yellow|25%}} of his damage blocking power in damage.<br />{{yellow|+2:}} When the Warrior lands after jumping, all adjacent enemies take {{yellow|50%}} of his damage blocking power in damage.<br />{{yellow|+3:}} When the Warrior lands after jumping, all adjacent enemies take {{yellow|75%}} of his damage blocking power in damage.<br />{{yellow|+4:}} When the Warrior lands after jumping, all adjacent enemies take {{yellow|100%}} of his damage blocking power in damage.|width = 60%|heading = Body Slam}}
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{{Game description|{{yellow|+1:}} When the Warrior lands after jumping, all adjacent enemies are knocked {{yellow|2 tiles}} back and have a {{yellow|25% chance}} of becoming vulnerable for 3 turns.<br />{{yellow|+2:}} When the Warrior lands after jumping, all adjacent enemies are knocked {{yellow|3 tiles}} back and have a {{yellow|50% chance}} of becoming vulnerable for 3 turns.<br />{{yellow|+3:}} When the Warrior lands after jumping, all adjacent enemies are knocked {{yellow|4 tiles}} back and have a {{yellow|75% chance}} of becoming vulnerable for 3 turns.<br />{{yellow|+4:}} When the Warrior lands after jumping, all adjacent enemies are knocked {{yellow|5 tiles}} back and have a {{yellow|100% chance}} of becoming vulnerable for 3 turns.|width = 60%|heading = Impact Wave}}
  +
{{Game description|{{yellow|+1:}} If the Warrior performs a second leap within 5 turns, that leap has a {{yellow|24% reduced}} charge cost.<br />{{yellow|+2:}} If the Warrior performs a second leap within 5 turns, that leap has a {{yellow|42% reduced}} charge cost.<br />{{yellow|+3:}} If the Warrior performs a second leap within 5 turns, that leap has a {{yellow|56% reduced}} charge cost.<br />{{yellow|+4:}} If the Warrior performs a second leap within 5 turns, that leap has a {{yellow|67% reduced}} charge cost.|width = 60%|heading = Double Jump}}
   
'''Berserker only'''{{Game description|{{yellow|+1:}} The Berserker can reach a max of {{yellow|115% rage}}.<br />{{yellow|+2:}} The Berserker can reach a max of {{yellow|130% rage}}.<br />{{yellow|+3:}} The Berserker can reach a max of {{yellow|145% rage}}.|width = 60%|image = Endless Rage.png|heading = Endless Rage}}{{Game description|{{yellow|+1:}} The Berserker gains {{yellow|25% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|2.5 levels}} from 3.<br />{{yellow|+2:}} The Berserker gains {{yellow|50% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|2 levels}} from 3.<br />{{yellow|+3:}} The Berserker gains {{yellow|75% more shield}} when berserking, and the berserking cooldown is reduced to {{yellow|1.5 levels}} from 3.|width = 60%|image = Berserking Stamina.png|heading = Berserking Stamina}}{{Game description|{{yellow|+1:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|20% more often}} at 100% rage.<br />{{yellow|+2:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|40% more often}} at 100% rage.<br />{{yellow|+3:}} Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of {{yellow|60% more often}} at 100% rage.|width = 60%|image = Enraged Catalyst.png|heading = Enraged Catalyst}}
+
'''Shockwave'''{{Game description|{{yellow|+1:}} Shockwave's range is increased to {{yellow|6 tiles}} from 5, and its width is increased to {{yellow|75 degrees}} from 60.<br />{{yellow|+2:}} Shockwave's range is increased to {{yellow|7 tiles}} from 5, and its width is increased to {{yellow|90 degrees}} from 60.<br />{{yellow|+3:}} Shockwave's range is increased to {{yellow|8 tiles}} from 5, and its width is increased to {{yellow|105 degrees}} from 60.<br />{{yellow|+4:}} Shockwave's range is increased to {{yellow|9 tiles}} from 5, and its width is increased to {{yellow|120 degrees}} from 60.|width = 60%|heading = Expanding Wave}}
  +
{{Game description|{{yellow|+1:}} {{yellow|+1:}} Damage from shockwave has a {{yellow|25% chance}} to also trigger on-hit effects like enchantments and combo.<br />{{yellow|+2:}} Damage from shockwave has a {{yellow|50% chance}} to also trigger on-hit effects like enchantments and combo.<br />{{yellow|+3:}} Damage from shockwave has a {{yellow|75% chance}} to also trigger on-hit effects like enchantments and combo.<br />{{yellow|+4:}} Shockwave has a {{yellow|100% chance}} to also trigger on-hit effects like enchantments and combo.|width = 60%|heading = Striking Wave}}
  +
{{Game description|{{yellow|+1:}} Shockwave deals {{yellow|20% more damage}} and has a {{yellow|25% chance}} to stun instead of cripple.<br />{{yellow|+2:}} Shockwave deals {{yellow|50% more damage}} and has a {{yellow|50% chance}} to stun instead of cripple.<br />{{yellow|+3:}} Shockwave deals {{yellow|60% more damage}} and has a {{yellow|75% chance}} to stun instead of cripple.<br />{{yellow|+4:}} Shockwave deals {{yellow|80% more damage}} and has a {{yellow|100% chance}} to stun instead of cripple.|width = 60%|heading = Shock Force}}
   
  +
'''Endure'''{{Game description|{{yellow|+1:}} The Warrior deals {{yellow|115% bonus damage}} spread over {{yellow|2 hits}}, instead of 100% bonus damage in 1 hit.<br />{{yellow|+2:}} The Warrior deals {{yellow|130% bonus damage}} spread over {{yellow|3 hits}}, instead of 100% bonus damage in 1 hit.<br />{{yellow|+3:}} The Warrior deals {{yellow|145% bonus damage}} spread over {{yellow|4 hits}}, instead of 100% bonus damage in 1 hit.<br />{{yellow|+4:}} The Warrior deals {{yellow|160% bonus damage}} spread over {{yellow|5 hits}}, instead of 100% bonus damage in 1 hit.|width = 60%|heading = Sustained Retribution}}
'''Gladiator only'''{{Game description|{{yellow|+1:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|15 turns}}.<br />{{yellow|+2:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|30 turns}}.<br />{{yellow|+3:}} When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to {{yellow|45 turns}}.|width = 60%|image = Cleave.png|heading = Cleave}}{{Game description|{{yellow|+1:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 33%}} of the broken seal's shielding.<br />{{yellow|+2:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 67%}} of the broken seal's shielding.<br />{{yellow|+3:}} When the Gladiator kills an enemy with a combo move, he {{yellow|regains 100%}} of the broken seal's shielding.|width = 60%|image = Lethal Defense.png|heading = Lethal Defense}}{{Game description|{{yellow|+1:}} When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.<br />{{yellow|+2:}} In addition to the benefits of +1, when the Gladiator's combo is 9 or higher parry works on multiple attacks.<br />{{yellow|+3:}} In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.|width = 60%|image = Enhanced Combo.png|heading = Enhanced Combo}}
 
  +
{{Game description|{{yellow|+1:}} The Warrior cannot take more than {{yellow|71% of his max HP}} in damage while enduring.<br />{{yellow|+2:}} The Warrior cannot take more than {{yellow|50% of his max HP}} in damage while enduring.<br />{{yellow|+3:}} The Warrior cannot take more than {{yellow|35% of his max HP}} in damage while enduring.<br />{{yellow|+4:}} The Warrior cannot take more than {{yellow|25% of his max HP}} in damage while enduring.|width = 60%|heading = Shrug It Off}}
  +
{{Game description|{{yellow|+1:}} The Warrior deals an additional {{yellow|5% bonus damage}} for every enemy within 2 tiles when enduring ends.<br />{{yellow|+2:}} The Warrior deals an additional {{yellow|10% bonus damage}} for every enemy within 2 tiles when enduring ends.<br />{{yellow|+3:}} The Warrior deals an additional {{yellow|15% bonus damage}} for every enemy within 2 tiles when enduring ends.<br />{{yellow|+4:}} The Warrior deals an additional {{yellow|20% bonus damage}} for every enemy within 2 tiles when enduring ends.
  +
|width = 60%|heading = Even the Odds}}
   
  +
'''Any ability'''{{Game description|The hero's armor ability has a {{yellow|13% reduced}} charge cost.<br />{{yellow|+2:}} The hero's armor ability has a {{yellow|24% reduced}} charge cost.<br />{{yellow|+3:}} The hero's armor ability has a {{yellow|34% reduced}} charge cost.<br />{{yellow|+4:}} The hero's armor ability has a {{yellow|43% reduced}} charge cost.|width = 60%|heading = Heroic Energy}}
=== Tier 4 ===
 
''Will be implemented in v0.9.3.''
 
 
[[Category:Shattered Pixel Dungeon]]
 
[[Category:Shattered Pixel Dungeon]]

Revision as of 20:46, 14 June 2021

Warrior splash art

Splash art

The only hero unlocked by default, the Warrior is focused around armor and general survivability. He starts with a potion bandolier (velvet pouch since 0.9.3), 3 throwing stones (tier-1 thrown weapon), a worn shortsword as a weapon and cloth armor with a broken seal affixed to it.

He no longer starts with an extra point of strength, and he now doesn't receive a disadvantage to using thrown weapons.

Broken Seal
Broken Seal
A wax seal, affixed to armor as a symbol of valor. All the markings on the seal have worn off with age and it is broken in half down the middle.

A memento from his home, the seal helps the warrior persevere. While wearing the seal the warrior will slowly generate shielding on top of his health based on the quality of his armor.

The seal can be affixed to armor, and moved between armors. It can carry a single upgrade with it.


When affixed to armor the seal generates 1 point of shield every 30 turns. The shield doesn't decay over time, but it's capped at tier + level of the armor worn (as in a +1 tier-2 armor will cause the Broken Seal to grant a maximum of 3 shielding). It can also transfer a single upgrade applied to the armor while the seal is affixed to it, so it is highly recommended that the Warrior's first scroll of upgrade is used on the cloth armor. The Broken Seal can only be affixed to identified armor, and that armor cannot be cursed. However, it will still work if the armor becomes cursed while it is attached.

Warrior now automatically identifies the scroll of rage and potion of healing, rather than the potion of strength.

Subclasses

Subclass can be chosen after defeating the second boss and using the Tensu's mask.

Gladiator

Gladiator
The Gladiator builds one point of combo every time he makes a successful attack with a melee or thrown weapon. If the Gladiator does not make a successful attack within 5 turns, his combo is reset.

As combo builds it unlocks a variety of combo abilities. A new ability becomes available at 2, 4, 6, 8, and 10 combo. Some abilities help build more combo, while others let the Gladiator spend his combo on powerful attacks.

Hitting enemies with physical attacks (melee or missle weapons) generates combo. Unlike in vanilla PD combo doesn't increase attack damage, but allows the Hero to execute special moves.

Combo
Combo
The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between hits will reset the combo counter to 0.

Building combo unlocks special combo attacks that cannot miss! A different attack is unlocked at 2, 4, 6, 8, and 10 combo count. Some moves reset combo and some do not, but each move can only be used once per combo session.

After any succesful attack the combo counter increases by 1. However it resets after not hitting anything for 5 turns (the timer can be extended by killing any enemy if you invested in cleave talent. After gathering at least 2 combo points a new button appears on the screen which lets the Hero execute a special move. Any move can be chosen with enough combo points, however each move can be used only once per combo and any move except Clobber and Parry resets the combo counter.

Special moves:

  • At 2 combo, Clobber becomes avalible:
Clobber knocks an enemy back 2 tiles, but deals no damage and cannot knock into pits. Increments combo by 1.


  • At 4 combo, Slam becomes available:
Slam deals combo*20% of your armor's blocking power as bonus damage. Resets combo when used.


  • At 6 combo, Parry becomes available:
Parry blocks the next attack within 1 turn when activated, and instantly retaliates to it. Resets combo if nothing is parried.


  • At 8 combo, Crush becomes available:
Crush deals combo*25% of your melee damage to the primary target, and half that damage to all other enemies in a 7x7 AOE. Resets combo when used.


  • At 10 combo, Fury becomes available:
Fury hits an enemy once for each combo you have, each hit deals 60% damage and can trigger enchantments. Resets combo when used.


Move Combo Damage Multiplier Notes
Clobber 2 0% Knocks back enemy two spaces, can't push to chasms and traps.
Slam 4 100% Damage is increased by the Gladiatior's armor's DR roll * 0.2 * combo (if armor blocks 0-10 damage, damage is increased by 0-10).
Riposte 6 100% Exeuted automatically after parrying an attack.
Crush 8 25% * combo Deals 50% of the damage to all enemies in 7x7 AoE.
Fury 10 60% Attacks as many times as there is combo; 10 combo will attack 10 times.

Berserker

Berserker
The Berserker gains rage as he takes physical damage, including damage that gets blocked by his armor! Rage steadily fades away over time, but fades more slowly if he is at low HP.

The Berserker deals up to +50% damage at 100% rage. When at 0 health and 100% rage, the Berserker will briefly gain 8x his normal maximum shielding and will refuse to die as long as he has shielding left. The Berserker needs time to recover after he defies death however.

The Berserker has been completely reworked, now gaining rage as he takes physical damage. The rage increases his attack damage and eventually allows him to refuse death.

Shattered-Angered
Angered
The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.

Rage will fade over time. The lower the berserker's health, the longer it will last.

If the berserker is brought to 0 hp while at full rage, and is wearing his seal, he will go berserk and refuse to die for a short time.

Current Rage: X%

+Y% damage


Taking damage generates 100% * damage / (3 * max HP). Note that rage gained is based off of the damage before any damage reduction applied, so having a high-level armor will help the Berserker build his rage. He loses 6.7% * (HP / max HP)^2 of remaining rage every turn; having lower health causes it to decrease much slower.

Rage will cause the Berserker to deal bonus physical damage; at 100% rage he will deal 50% more damage, lower amounts of rage will multiply this boost by their percentage (i.e. 90% Rage will deal 90% of 50% bonus damage - 45%). While rage can exceed 100% if endless rage talent is active, bonus damage is always capped at 50%.

Fury
Berserk
At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful dealing +50% damage, gaining bonus shielding, and refusing to die.

This bonus shielding is stronger the better the berserker's armor, and will deplete over time. When this shielding is reduced to 0, the berserker will give in and die.

Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.


If at 100% Rage when killed, the Berserker will temporarily refuse death and go berserk, causing him to gain 8 times his regular maximum shielding amount, determined by his broken seal while giving all of his attacks 50% bonus damage. This shielding will decrease by 10% per turn and when it reaches 0, the Berserker will die. If the Berserker is healed by any means, he will stop berserking and lose all of his shielding. Something to note is that berserking outprioritizes blessed ankhs, sharply limiting the blessed anhk's synergy with the subclass.

Shattered-Recovering
Recovering
Inner strength has its limits. The berserker must rest before using his rage again.

While recovering the berserker does not build any rage from taking damage.

Levels until recovered: 2


The Berserker will have to recover after berserking, and will be unable to gain rage until he gains the equivalent of 2 levels in experience.

Class armor abilities

After defeating the fourth boss the warrior can use the Dwarf King's crown to transform his armor into warrior suit of armor and pick one of three class armor abilities.

Heroic leap

Heroic Leap
The Warrior leaps toward a targeted location, going over any enemies or hazards in the way. He cannot leap over walls or other solid terrain however.

Charge cost: 25

Allows the warrior to jump toward a target location over enemies, but not over walls and other solid obstacles.

Shockwave

Shockwave
The warrior slams the ground, producing a shockwave that travels up to 5 tiles in a 60 degree cone.

Enemies caught in this shockwave are crippled for 5 turns. They also take 5-10 damage, plus an additional 1-2 damage for every point of strength the warrior has above 10.

Charge cost: 35

The warrior slams to the ground producing a shockwave which travels in a cone, it damages all enemies in it's path by 5 - 10 (increased by 1 - 2 for every point of strength and cripples them for 5 turns.

Endure

Endure
The Warrior endures for 3 turns, taking half damage from all sources. This reduction is applied before damage resisting effects like armor.

After enduring, the warrior's next hit within 10 turns gains bonus damage. This bonus damage is equal to one fourth of all the damage inflicted on him while enduring, before any damage reduction effects!

If the warrior has any combo, using this ability increases its remaining time by 3 turns.

Charge cost: 50

The warrior skips 3 turns, during which he takes half the damage from all sources. Damage of his next melee attack will be increased by 25% of the damage endured. Extra damage provided by this ability is not effected by Berserker's damage multiplyer.

Talents

Tier 1

Hearty Meal
Hearty Meal
+1: Eating heals the Warrior for 2 HP when he is below 50% health, and 3 HP when he is below 25% health.

+2: Eating heals the Warrior for 3 HP when he is below 50% health, and 5 HP when he is below 25% health.

Armsmaster's Intuition
Armsmaster's Intuition
+1: The Warrior identifies weapons and armor 2x faster.

+2: The Warrior identifies weapons and armor when he equips them.

Test Subject
Test Subject
+1: Whenever the Warrior identifies an item, he heals for 2 HP.

+2: Whenever the Warrior identifies an item, he heals for 3 HP.

Iron Will
Iron Will
+1: The max shield provided by the Warrior's seal is increased by 1.

+2: The max shield provided by the Warrior's seal is increased by 2.


Tier 2

Iron Stomach
Iron Stomach
+1: Eating food takes the Warrior 1 turn and grants him 75% damage resistance while eating.

+2: Eating food takes the Warrior 1 turn and grants him 100% damage resistance while eating.

Restored Willpower
Restored Willpower
+1: Drinking a potion of healing instantly recharges 67% of the shielding from the Warrior's broken seal.

+2: Drinking a potion of healing instantly recharges 100% of the shielding from the Warrior's broken seal.

This talent also triggers when drinking potions or elixirs based on potions of healing.

Runic Transference
Runic Transference
+1: The Warrior's broken seal can transfer regular glyphs in the same way it transfers an upgrade.

+2: The Warrior's broken seal can transfer regular, powerful, and curse glyphs in the same way it transfers an upgrade.

Lethal Momentum
Lethal Momentum
+1: When the Warrior kills an enemy, the killing blow has a 67% chance to be instantaneous.

+2: When the Warrior kills an enemy, the killing blow has a 100% chance to be instantaneous.

Improvised Projectiles
Improvised Projectiles
+1: The Warrior can blind an enemy for 2 turns by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.

+2: The Warrior can blind an enemy for 3 turns by throwing any item that isn’t a thrown weapon at them. This has a 50 turn cooldown.


Tier 3

Any subclass

Hold Fast
Hold Fast
+1: When the warrior waits he gains +2 armor until he moves.
+2: When the warrior waits he gains +4 armor until he moves.
+3: When the warrior waits he gains +6 armor until he moves.
Strongman
Strongman
+1: The Warrior's strength is increased by 8%, rounded down.
+2: The Warrior's strength is increased by 13%, rounded down.
+3: The Warrior's strength is increased by 18% rounded down.


Berserker only

Endless Rage
Endless Rage
+1: The Berserker can reach a max of 115% rage.
+2: The Berserker can reach a max of 130% rage.
+3: The Berserker can reach a max of 145% rage.
Berserking Stamina
Berserking Stamina
+1: The Berserker gains 25% more shield when berserking, and the berserking cooldown is reduced to 2.5 levels from 3.
+2: The Berserker gains 50% more shield when berserking, and the berserking cooldown is reduced to 2 levels from 3.
+3: The Berserker gains 75% more shield when berserking, and the berserking cooldown is reduced to 1.5 levels from 3.
Enraged Catalyst
Enraged Catalyst
+1: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 20% more often at 100% rage.
+2: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 40% more often at 100% rage.
+3: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 60% more often at 100% rage.


Gladiator only

Cleave
Cleave
+1: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 15 turns.
+2: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 30 turns.
+3: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 45 turns.
Lethal Defense
Lethal Defense
+1: When the Gladiator kills an enemy with a combo move, he regains 33% of the broken seal's shielding.
+2: When the Gladiator kills an enemy with a combo move, he regains 67% of the broken seal's shielding.
+3: When the Gladiator kills an enemy with a combo move, he regains 100% of the broken seal's shielding.
Enhanced Combo
Enhanced Combo
+1: When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.
+2: In addition to the benefits of +1, when the Gladiator's combo is 9 or higher parry works on multiple attacks.
+3: In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.


Tier 4

Heroic Leap

Body Slam
+1: When the Warrior lands after jumping, all adjacent enemies take 25% of his damage blocking power in damage.
+2: When the Warrior lands after jumping, all adjacent enemies take 50% of his damage blocking power in damage.
+3: When the Warrior lands after jumping, all adjacent enemies take 75% of his damage blocking power in damage.
+4: When the Warrior lands after jumping, all adjacent enemies take 100% of his damage blocking power in damage.
Impact Wave
+1: When the Warrior lands after jumping, all adjacent enemies are knocked 2 tiles back and have a 25% chance of becoming vulnerable for 3 turns.
+2: When the Warrior lands after jumping, all adjacent enemies are knocked 3 tiles back and have a 50% chance of becoming vulnerable for 3 turns.
+3: When the Warrior lands after jumping, all adjacent enemies are knocked 4 tiles back and have a 75% chance of becoming vulnerable for 3 turns.
+4: When the Warrior lands after jumping, all adjacent enemies are knocked 5 tiles back and have a 100% chance of becoming vulnerable for 3 turns.
Double Jump
+1: If the Warrior performs a second leap within 5 turns, that leap has a 24% reduced charge cost.
+2: If the Warrior performs a second leap within 5 turns, that leap has a 42% reduced charge cost.
+3: If the Warrior performs a second leap within 5 turns, that leap has a 56% reduced charge cost.
+4: If the Warrior performs a second leap within 5 turns, that leap has a 67% reduced charge cost.


Shockwave

Expanding Wave
+1: Shockwave's range is increased to 6 tiles from 5, and its width is increased to 75 degrees from 60.
+2: Shockwave's range is increased to 7 tiles from 5, and its width is increased to 90 degrees from 60.
+3: Shockwave's range is increased to 8 tiles from 5, and its width is increased to 105 degrees from 60.
+4: Shockwave's range is increased to 9 tiles from 5, and its width is increased to 120 degrees from 60.
Striking Wave
+1: +1: Damage from shockwave has a 25% chance to also trigger on-hit effects like enchantments and combo.
+2: Damage from shockwave has a 50% chance to also trigger on-hit effects like enchantments and combo.
+3: Damage from shockwave has a 75% chance to also trigger on-hit effects like enchantments and combo.
+4: Shockwave has a 100% chance to also trigger on-hit effects like enchantments and combo.
Shock Force
+1: Shockwave deals 20% more damage and has a 25% chance to stun instead of cripple.
+2: Shockwave deals 50% more damage and has a 50% chance to stun instead of cripple.
+3: Shockwave deals 60% more damage and has a 75% chance to stun instead of cripple.
+4: Shockwave deals 80% more damage and has a 100% chance to stun instead of cripple.


Endure

Sustained Retribution
+1: The Warrior deals 115% bonus damage spread over 2 hits, instead of 100% bonus damage in 1 hit.
+2: The Warrior deals 130% bonus damage spread over 3 hits, instead of 100% bonus damage in 1 hit.
+3: The Warrior deals 145% bonus damage spread over 4 hits, instead of 100% bonus damage in 1 hit.
+4: The Warrior deals 160% bonus damage spread over 5 hits, instead of 100% bonus damage in 1 hit.
Shrug It Off
+1: The Warrior cannot take more than 71% of his max HP in damage while enduring.
+2: The Warrior cannot take more than 50% of his max HP in damage while enduring.
+3: The Warrior cannot take more than 35% of his max HP in damage while enduring.
+4: The Warrior cannot take more than 25% of his max HP in damage while enduring.
Even the Odds
+1: The Warrior deals an additional 5% bonus damage for every enemy within 2 tiles when enduring ends.
+2: The Warrior deals an additional 10% bonus damage for every enemy within 2 tiles when enduring ends.
+3: The Warrior deals an additional 15% bonus damage for every enemy within 2 tiles when enduring ends.
+4: The Warrior deals an additional 20% bonus damage for every enemy within 2 tiles when enduring ends.


Any ability

Heroic Energy
The hero's armor ability has a 13% reduced charge cost.
+2: The hero's armor ability has a 24% reduced charge cost.
+3: The hero's armor ability has a 34% reduced charge cost.
+4: The hero's armor ability has a 43% reduced charge cost.