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CLASS GUIDE

Warrior

Close combat, durability and relentless pressure.

AVAILABLE Foundation guide
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OVERVIEW

The Warrior foundation

01

Warrior is a close-range class with two separate resource tracks: Rage makes physical melee stronger, while Momentum rewards a sustained melee rhythm.

The useful question is not which resource is better. It is whether the next action should hold power, pay for control or spend Momentum on recovery.

Read the two meters together Rage and Momentum are independent. Your action choice decides whether you keep their current value or spend it.
STRENGTH

Two ways to build pressure

Rage improves physical melee and pays for selected techniques. Momentum adds staged melee offense and can be committed to Cleave or Second Wind.

TRADEOFF

Every spend changes the next choice

Rage spent on a technique is no longer part of the next Physical Power tier. Momentum spent on recovery or Cleave is no longer available for the next staged melee payoff.

CONFIRMED FOUNDATION

What is established today

02
One of four classes

Warrior is one of the four public base classes: Warrior, Sorcerer, Ranger and Rogue.

Chosen at level 20

Characters begin as Exiles and choose a class at level 20.

Starter spells matter

Starter spells are part of the current class foundation.

Numbers, rotations and build recommendations will be added when they are ready to describe confidently.
COMBAT FOUNDATION

Rage, Momentum and Physical Power

03

Warrior combat is built around two resource tracks with different jobs. Rage is spendable fuel and held physical force. Momentum is the melee rhythm that reaches its payoff in stages.

Rage

Rage is a separate pool from Momentum. It builds from successful contact and direct hostile damage, then makes physical Warrior attacks stronger or pays for selected techniques.

Range 0 to 100
Basic melee +10 Rage
Heroic Strike +6 Rage
Fade 3s grace, then 8/s
A basic melee hit grants its Rage after that hit resolves, so the gain affects the next action. Direct hostile HP damage can grant up to 4 Rage, with one qualifying grant per 1,000 ms across attackers.
Momentum

Momentum tracks the quality of your melee rhythm. It is not converted from Rage and it has its own gain, spend and fade rules.

Range 0 to 100
Stages 25 / 50 / 75
Melee payoff +4% per stage
Fade 5s grace, then 10/s
The current Warrior engine can gain Momentum from melee hits, critical melee hits, damage taken, blocks and killing blows. Cleave and Second Wind spend 25 Momentum.
Physical Power

Physical Power is the offensive payoff of held Rage. It applies to basic melee and physical Warrior melee techniques.

Threshold +1% per 10 Rage
Maximum +10% at 100 Rage
Applies to Physical melee
Timing Uses starting Rage
The action uses the Rage it starts with. Spending Rage changes the tier for the next action, not the one already being resolved.
The practical rhythm Make contact to build both tracks, then choose what the next action needs. Hold Rage for a stronger physical hit, spend it on a Rage technique, keep Momentum for staged melee pressure, or commit 25 Momentum to Cleave or Second Wind.
STARTER KIT

The current Warrior abilities

04

These are the six current Warrior starter abilities. Their resource roles are more useful than a fixed rotation, so the notes below focus on what each one changes.

RAGE BUILDER

Heroic Strike

A reliable physical melee strike that builds both Warrior resources on qualifying contact.

0 Rage 2s cooldown Single target
30 base Physical damage. A successful damaging melee contact grants 6 Rage once for the action and 8 Momentum, plus 4 more Momentum on a critical contact.
RAGE NEUTRAL

Iron Skin

Brace for physical attacks with bonus armor.

0 Rage 12s cooldown Self
+25 Armor for 8s. It does not generate or spend Momentum.
RAGE SPENDER

Shield Bash

A close-range physical bash that briefly stuns a foe.

15 Rage 8s cooldown Single target
16 base Physical damage and a 1.5s stun. Qualifying contact builds Momentum. It has no equipment requirement; stun immunity prevents repeated stun locking.
RAGE NEUTRAL

Battle Stride

Move quickly to engage or return to melee.

0 Rage 12s cooldown Self
+80 Move Speed for 4s. It does not generate Momentum and does not bypass obstacles.
RAGE AND MOMENTUM

Cleave

Commit both resources to a sweeping physical attack.

25 Rage + 25 Momentum 6s cooldown 120° cone, up to 3 foes
24 base Physical damage with one-tile reach. It requires and spends 25 Momentum, and every hit in the cast uses the same pre-action Rage and Momentum stage.
MOMENTUM SPENDER

Second Wind

Trade built Momentum for immediate recovery.

25 Momentum 12s cooldown Self
60 base healing. It is Rage neutral, does not generate Momentum, and will not cast below 25 Momentum.
QUICK TIPS

Useful things to watch

Rage and Momentum are separate. Filling one never fills the other.
A successful basic melee hit gives its Rage after damage resolves, so the hit uses the Rage you had when it began.
Heroic Strike is the current Rage builder among Warrior techniques. Its successful damaging melee contact gives 6 Rage once per action.
Shield Bash costs 15 Rage. Cleave costs 25 Rage and 25 Momentum. Their costs matter before you commit.
At 100 Rage, physical Warrior melee actions reach the +10% Physical Power tier. The tier uses the action's starting Rage.
Rage has 3 seconds of grace after combat lock ends, then decays at 8 per second.
Momentum has a different timer: 5 seconds of grace after combat lock, then 10 per second.
Cleave can hit up to three foes, but its resource transaction happens once for the cast.
GUIDE ROADMAP

More Warrior chapters are coming

05

Combat and ability guidance are available now. Passive Atlas, builds and dungeon chapters will follow when there is enough stable detail to make them useful.

Combat and resourcesAVAILABLE AbilitiesAVAILABLE
Passive AtlasCOMING SOON
BuildsCOMING SOON
Dungeon PlayCOMING SOON
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