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The following is a list of fighter abilities in Pillars of Eternity II: Deadfire.

Ability tree[]

 
 
Active AbilitiesPassive Abilities
Power level 1 is unlocked at level 1 / 1
 
Disciplined Barrage
Cost: 1 Discipline

The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time.
 
 
 
Knock Down
Cost: 1 Discipline

Shoves an enemy with enormous force, knocking them Prone and causing damage.
 
 
 
 
 
 
Monastic Unarmed Training
Gain scaling effectiveness in Unarmed attacks. Though, not as effective as a Monk's unarmed strikes, benefit from Increased Accuracy, Damage, and Penetration as you gain levels.
 
Fast Runner
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks.
 
Arms Bearer
Gain an additional Weapon Set.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 2 is unlocked at level 3 / 4
 
 
 
 
 
 
 
 
 
 
 
Fighter Stances
The fighter trains in the ability to adopt specialized fighting stances. Each stance excels at handling a different aspect of combat. Defender Stance is apt for holding fast against groups of enemies, Cleaving Stance is effective when attacking several enemies at once, while Warrior Stance is best for standing toe-to-toe against a single enemy.
 
 
 
Into The Fray
Cost: 2 Discipline

The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed.
 
 
 
 
 
 
Two-Handed Style
Grants a Damage bonus while wielding a two-handed weapon.
 
Two Weapon Style
Specialized training increases the character's Action Speed while using a weapon in each hand.
 
Weapon and Shield Style
Equipped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex.
 
Determination
The fighter gains bonus defense against Intellect, Perception, and Constitution Afflictions.
 
Confident Aim
Steadies the fighter's arm, allowing them to convert Grazes to Hits on any attack made with a proficient weapon.
 
One-Handed Style
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 3 is unlocked at level 5 / 7
 
Disciplined Strikes
Upgraded from Disciplined Barrage
Cost: 1 Discipline

The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time. (Disciplined Strikes) - Aware Inspiration is now improved to the Intuitive Inspiration.
 
Tactical Barrage
Upgraded from Disciplined Barrage
Cost: 1 Discipline

The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time. (Tactical Barrage) - The fighter now also gains the Acute Inspiration.
 
Mule Kick
Upgraded from Knock Down
Cost: 1 Discipline

A powerful attack that knocks enemies into the air and then Prone, leaving them Disoriented.
 
 
 
 
 
 
 
 
 
 
 
 
 
Penetrating Strike
Cost: 1 Discipline

The fighter strikes their target with devastating force, gaining significant additional Penetration during the attack.
 
 
 
 
Rapid Recovery
Upgraded from Constant Recovery
Uses: 1 per encounter

Charged by the rush of battle, the fighter will continually regenerate Health at a modest rate. (Rapid Recovery) - Increases the amount of health regenerated.
 
Bear's Fortitude
Increases the character's Fortitude defense.
 
Snake's Reflexes
Increases the character's Reflex defense.
 
Hold the Line
Grants the fighter one additional Engagement.
 
Combat Focus
Gain Concentration at the start of each combat.
 
Bull's Will
Increases the character's Will defense.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 4 is unlocked at level 7 / 10
 
Charge
Cost: 2 Discipline

The fighter dashes across the battlefield in a flash, Stunning anyone caught in their path.
 
Vigorous Defense
Cost: 2 Discipline

The fighter becomes fiercely determined to deflect all incoming blows, dramatically increasing all Defenses for a short time.
 
 
 
 
 
 
 
 
 
 
Lower their Guard
Upgraded from Into The Fray
Cost: 2 Discipline

The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed. (Lower their Guard) - The enemy's Armor Rating significantly reduced for the next attack they receive.
 
Out of the Fire
Upgraded from Into The Fray
Cost: 2 Discipline

The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed. (Out of the Fire) - Allows the Fighter to pull allies to safety, if they choose - Doing so will not harm the ally.
 
 
 
 
 
 
Quick Switch
Reduces the Recovery Time penalty when switching weapons.
 
Unstoppable
The fighter becomes resistant to Dexterity Afflictions, (Hobbled, Immobilized, and Paralyzed).
 
Body Control
The fighter becomes resistant to Might Afflictions, (Staggered, Dazed, and Stunned).
 
Tumbling
Gain additional defense against Disengagement attacks.
 
Weapon Specialization
Gives a damage bonus to the fighter's proficient weapons.
 
Fearless
The fighter becomes resistant to Resolve Afflictions, (Shaken, Frightened, and Terrified).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 5 is unlocked at level 9 / 13
 
 
 
 
 
 
 
 
Guardian Stance
Upgraded from Defender Stance

The fighter adopts a more conservative combat strategy, concentrating on locking down enemies that stray too close. The fighter increases their number of Engagement targets and takes less damage for each he or she engages. (Guardian Stance) - Enemies that disengage from the fighter are immediately attacked and proned, if successful.
 
Mob Stance
Upgraded from Cleaving Stance

The fighter changes to a more aggressive stance, apt for handling groups of enemies. While in this stance the fighter's kills with a melee weapon will trigger an instant Full Attack on a nearby enemy. (Mob Stance) - Each nearby enemy reduces the fighter's recovery time between attacks.
 
Conquerer Stance
Upgraded from Warrior Stance

The fighter adopts a balanced strategy apt for standing toe-to-toe with a single combatant. While in this stance the fighter gains Increased Accuracy and Deflection. (Conquerer Stance) - When Hurt or above, the fighter's Accuracy bonus increases. When Bloodied or below, the fighter's Deflection bonus increases.
 
Unbending
Cost: 2 Discipline

The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack.
 
 
 
Tough
Increases the base maximum health that you gain with each level.
 
Uncanny Luck
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits.
 
Superior Deflection
Increases the character's Deflection defense.
 
Armored Grace
The fighter is perfectly capable while wearing even bulky and restrictive suits of armor, lowering their Recovery Penalty from armor significantly.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 6 is unlocked at level 11 / 16
 
 
 
Refreshing Defense
Upgraded from Vigorous Defense
Cost: 2 Discipline

The fighter becomes fiercely determined to deflect all incoming blows, dramatically increasing all Defenses for a short time. (Refreshing Defense) - Each time the fighter takes damage, the duration extends.
 
Clear Out
Cost: 2 Discipline

Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone.
 
 
 
 
 
 
 
 
 
 
 
 
Spell Resistance
Grants a chance to completely resist the effects of a hostile spell.
 
Improved Critical
Increases the amount of damage dealt by Critical Hits.
 
Overbearing Guard
The fighter's Disengagement attacks have greatly increased Accuracy and Damage.
 
Reaping the Whirlwind
The fighter's maximum Discipline increases.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 7 is unlocked at level 13 / 19
 
Power Strike
Cost: 4 Discipline

Strike an enemy with a powerful melee attack, dealing high damage and Stunning them. Foes behind the enemy are Staggered and take Raw damage.
 
 
 
 
 
 
 
 
 
 
 
 
Unbending Shield
Upgraded from Unbending
Cost: 2 Discipline

The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack. (Unbending Shield) - The fighter and their allies now also gain the Resolute Inspiration.
 
Unbending Trunk
Upgraded from Unbending
Cost: 2 Discipline

The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack. (Unbending Trunk) - The fighter now recovers more health from each attack received.
 
 
 
 
 
 
Unbreakable
Uses: 1 per encounter

The fighter refuses to be vanquished. After being knocked out, the fighter stands back up with a portion of their Health restored and temporary bonuses to all Defenses and Armor Ratings.
 
Accurate Empower
Empowered attacks gain increased Accuracy.
 
Potent Empower
Empowered attacks gain increased Damage.
 
Penetrating Empower
Empowered attacks gain increased Penetration.
 
Weapon Mastery
Gives a damage bonus to the fighter's proficient weapons.
 
Lasting Empower
Empowered attacks gain increased duration on Affliction and Inspiration effects.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 8 is unlocked at level 16 / cannot be learned as multiclass
 
 
 
 
Inspired Discipline
Cost: 3 Discipline

Gather your thoughts and channel your strength into a state of pure focused discipline, granting all first tier Inspirations for a short time. (Strong, Fit, Quick, Insightful, Smart, and Steadfast)
 
Clear the Path
Upgraded from Clear Out
Cost: 2 Discipline

Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone. (Clear the Path) - The fighter will now push back all enemies in a line.
 
Clean Sweep
Upgraded from Clear Out
Cost: 2 Discipline

Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone. (Clean Sweep) - The fighter now hits all enemies around them with the attack.
 
 
 
 
 
 
Critical Defense
The fighter expends extra effort to repel the most savage blows, causing a percentage of all incoming Critical Hits to be converted to Hits.
 
Toughened Fury
The fighter has a small chance to gain Discipline each time they are critically hit.
 
Great Soul
Increases the maximum number of times Empower can be used before resting.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 9 is unlocked at level 19 / cannot be learned as multiclass
 
Inspired Strike
Upgraded from Power Strike
Cost: 4 Discipline

Strike an enemy with a powerful melee attack, dealing high damage and Stunning them. Foes behind the enemy are Staggered and take Raw damage. (Inspired Strike) - After the strike, receive the Acute and Swift Inspirations temporarily.
 
Take the Hit
Cost: 1 Discipline

The fighter interposes himself or herself between incoming attacks and nearby allies. The final damage total of any attack against a nearby ally is cut in half, with the fighter taking the other half as Raw damage.
 
Sundering Blow
Cost: 2 Discipline

The fighter makes a Primary attack that gains bonus Penetration and lowers the target's Armor Ratings.
 
 
 
Unrelenting
Upgraded from Unbreakable
Uses: 1 per encounter

The fighter refuses to be vanquished. After being knocked out, the fighter stands back up with a portion of their Health restored and temporary bonuses to all Defenses and Armor Ratings. (Unrelenting) - When the fighter rises, he or she regains Discipline.
 
Chopping Wood
The fighter's Empowered attacks gain bonus Hit to Crit conversion.
 
Prestige
Increases your Power Level, increasing the effectiveness of all abilities.
 
 
 
 
 
 
 

Active abilities[]

Level Ability Activation Cost Effects Description
1st Level Fighter Abilities
1 (I) Disciplined Barrage Active 1 Discipline Self:
The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time.
Knock Down Active 1 Discipline Target:
Shoves an enemy with enormous force, knocking them Prone and causing damage.
2nd Level Fighter Abilities
2 (II) Into The Fray Active 2 Discipline Foe Target:
The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed.
Cleaving Stance Modal AoE (on scoring kill):
  • Full Attack
The fighter changes to a more aggressive stance, apt for handling groups of enemies. While in this stance the fighter's kills with a melee weapon will trigger an instant Full Attack on a nearby enemy.
Defender Stance Modal Self:
The fighter adopts a more conservative combat strategy, concentrating on locking down enemies that stray too close. The fighter increases their number of Engagement targets and takes less damage for each he or she engages.
Fighter Stances Modal Self:
The fighter trains in the ability to adopt specialized fighting stances. Each stance excels at handling a different aspect of combat. Defender Stance is apt for holding fast against groups of enemies, Cleaving Stance is effective when attacking several enemies at once, while Warrior Stance is best for standing toe-to-toe against a single enemy.
Warrior Stance Modal Self:
The fighter adopts a balanced strategy apt for standing toe-to-toe with a single combatant. While in this stance the fighter gains Increased Accuracy and Deflection.
3rd Level Fighter Abilities
3 (III) Disciplined Strikes Active 1 Discipline Self:
The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time.

(Disciplined Strikes) - Aware Inspiration is now improved to the Intuitive Inspiration.

Mule Kick Active 1 Discipline Target:
A powerful attack that knocks enemies into the air and then Prone, leaving them Disoriented.
Penetrating Strike Active 1 Discipline Target:
  • Full Attack
The fighter strikes their target with devastating force, gaining significant additional Penetration during the attack.
Tactical Barrage Active 1 Discipline Self:
The fighter intensely focuses on their training, gaining the Aware Inspiration for a short time.

(Tactical Barrage) - The fighter now also gains the Acute Inspiration.

4th Level Fighter Abilities
4 (IV) Charge Active 2 Discipline Foe Target:
The fighter dashes across the battlefield in a flash, Stunning anyone caught in their path.
Lower their Guard Active 2 Discipline Foe Target:
The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed.

(Lower their Guard) - The enemy's Armor Rating significantly reduced for the next attack they receive.

Out of the Fire Active 2 Discipline Foe Target:
Friendly Target:
  • 5m Pull
The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Crush damage, and leaving them Dazed.

(Out of the Fire) - Allows the Fighter to pull allies to safety, if they choose - Doing so will not harm the ally.

Vigorous Defense Active 2 Discipline Self:
The fighter becomes fiercely determined to deflect all incoming blows, dramatically increasing all Defenses for a short time.
5th Level Fighter Abilities
5 (V) Unbending Active 2 Discipline Self:
  • 25% of Damage Taken converted into Healing for 15.0 sec
The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack.
Conquerer Stance Modal Self:
Self (while ≤ 50% Health):
Self (while > 50% Health):
The fighter adopts a balanced strategy apt for standing toe-to-toe with a single combatant. While in this stance the fighter gains Increased Accuracy and Deflection.

(Conquerer Stance) - When Hurt or above, the fighter's Accuracy bonus increases. When Bloodied or below, the fighter's Deflection bonus increases.

Guardian Stance Modal Attack Targets:
Self:
The fighter adopts a more conservative combat strategy, concentrating on locking down enemies that stray too close. The fighter increases their number of Engagement targets and takes less damage for each he or she engages.

(Guardian Stance) - Enemies that disengage from the fighter are immediately attacked and proned, if successful.

Mob Stance Modal AoE (on scoring kill with Melee weapon):
  • Full Attack
Self:
The fighter changes to a more aggressive stance, apt for handling groups of enemies. While in this stance the fighter's kills with a melee weapon will trigger an instant Full Attack on a nearby enemy.

(Mob Stance) - Each nearby enemy reduces the fighter's recovery time between attacks.

6th Level Fighter Abilities
6 (VI) Clear Out Active 2 Discipline Target:
Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone.
Refreshing Defense Active 2 Discipline Self:
The fighter becomes fiercely determined to deflect all incoming blows, dramatically increasing all Defenses for a short time.

(Refreshing Defense) - Each time the fighter takes damage, the duration extends.

7th Level Fighter Abilities
7 (VII) Power Strike Active 4 Discipline Target:
Attack Targets:
Strike an enemy with a powerful melee attack, dealing high damage and Stunning them. Foes behind the enemy are Staggered and take Raw damage.
Unbending Shield Active 2 Discipline Allied AoE:
Self:
  • 25% of Damage Taken converted into Healing for 15.0 sec
The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack.

(Unbending Shield) - The fighter and their allies now also gain the Resolute Inspiration.

Unbending Trunk Active 2 Discipline Self:
  • 33% of Damage Taken converted into Healing for 15.0 sec
The fighter draws strength from their own indomitable spirit, causing them to regenerate a portion of the Health lost from each attack.

(Unbending Trunk) - The fighter now recovers more health from each attack received.

8th Level Fighter Abilities
8 (VIII) Clean Sweep Active 2 Discipline Target:
Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone.

(Clean Sweep) - The fighter now hits all enemies around them with the attack.

Clear the Path Active 2 Discipline Target:
Sweeps the fighter's melee weapon in a large arc, making a Primary Attack on each foe and knocking them back and Prone.

(Clear the Path) - The fighter will now push back all enemies in a line.

Inspired Discipline Active 3 Discipline Self:
Gather your thoughts and channel your strength into a state of pure focused discipline, granting all first tier Inspirations for a short time. (Strong, Fit, Quick, Insightful, Smart, and Steadfast)
9th Level Fighter Abilities
9 (IX) Inspired Strike Active 4 Discipline Target:
Attack Targets:
Self:
Strike an enemy with a powerful melee attack, dealing high damage and Stunning them. Foes behind the enemy are Staggered and take Raw damage.

(Inspired Strike) - After the strike, receive the Acute and Swift Inspirations temporarily.

Sundering Blow Active 2 Discipline Target:
The fighter makes a Primary attack that gains bonus Penetration and lowers the target's Armor Ratings.
Take the Hit Active 1 Discipline Allied AoE:
  • 50% of damage taken redirected to caster as Raw damage for 10.0 sec
The fighter interposes himself or herself between incoming attacks and nearby allies. The final damage total of any attack against a nearby ally is cut in half, with the fighter taking the other half as Raw damage.

Passive abilities[]

Note: Includes both class-compatible and class-exclusive passives.
Level Ability Activation Cost Effects Description
Core Fighter Passives
Core Black Jacket
(Black Jacket)
Passive Self:
  • -1 sec Weapon Change Recovery, +1 Weapon Sets
Fighters of the Black Jacket academies pride themselves on being skilled with a wide variety of weapons. Though the original school was founded in the Dyrwood, many sister academies have sprung up across the Eastern Reach and Old Empires. Former students of the Black Jacket often wear black brigandine as a sign of fellowship.
Brilliant Tactician
(Tactician)
Passive Self:
While all enemies are Flanked, and no allies are Flanked, gain the Brilliant Inspiration.
Constant Recovery
(Black Jacket)
Passive 1 per encounter Self:
  • +2 Health Restored per 3.0 sec for 45.0 sec
Charged by the rush of battle, the fighter will continually regenerate Health at a modest rate.

(Black Jacket) - Reduces the amount of health regenerated.

Constant Recovery Passive 1 per encounter Self:
  • +5 Health Restored per 3.0 sec for 45.0 sec
Charged by the rush of battle, the fighter will continually regenerate Health at a modest rate.
Devoted
(Devoted)
Passive Self:
  • +25% Crit damage with proficient weapons, +2 Penetration with proficient weapons, -10 Accuracy with non-proficient weapons
The Devoted are dedicated to the pursuit of a single weapon to the exclusion of all others. They are so attuned to the techniques of their chosen arms that other weapons feel bizarre and alien to them. Because of their extreme specialization, Devoted academies often consist of a single master or a tiny cadre of like-minded disciples.
Shield Mastery
(Unbroken)
Passive Self:
Seasoned combat experience with a shield has taught you to better mitigate incoming attacks, gaining bonus Armor Rating while a shield is equipped.
Tactical Dilemma
(Tactician)
Passive Self:
While Flanked, become Shaken and Confused.
Tactician
(Tactician)
Passive Self:
  • +1 Discipline when successfully Interrupting an enemy action
  • -5 Accuracy, -1 Penetration while attacking a target that is not threatened by an ally
Those who can rally their wit in the heat of battle are known as "Tacticians." These warriors see all forms of combat as only pieces moving in play. Frequently assuming leadership positions within a structured military, Tacticians weaponize cleverness and sharpen experience.

Bonus
Restore Discipline when successfully Interrupting an enemy action.

Gain Brilliant Tactician.

Penalty
Penetration and Accuracy is reduced when attacking a target that is not threatened by an ally.

Gain Tactical Dilemma.

Unbroken
(Unbroken)
Passive Self:
Unbroken fighters are glaciers of the battlefield: slow-moving, almost indestructible, and dangerous to circumvent. Often underestimated for their lack of mobility, the Unbroken have laid low countless foolhardy opponents on the battlefield. Unbroken academies tend to be somber, serious places, most common in similarly somber, serious nations such as Aedyr and Readceras.
1st Level Fighter Passives
1 (I) Arms Bearer Passive Self:
  • +1 Weapon Sets
Gain an additional Weapon Set.
Fast Runner Passive Self:
  • +15% Stride, +5 Defense when Disengaging
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks.
Monastic Unarmed Training Passive Self:
  • +5% Damage with Unarmed attacks, +2 Accuracy with Unarmed attacks, +1 Penetration with Unarmed attacks
Gain scaling effectiveness in Unarmed attacks. Though, not as effective as a Monk's unarmed strikes, benefit from Increased Accuracy, Damage, and Penetration as you gain levels.
2nd Level Fighter Passives
2 (II) Confident Aim Passive Self:
  • 30% of Grazes converted to Hits with proficient weapons
Steadies the fighter's arm, allowing them to convert Grazes to Hits on any attack made with a proficient weapon.
Determination Passive Self:
The fighter gains bonus defense against Intellect, Perception, and Constitution Afflictions.
One-Handed Style Passive Self:
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.
Two Weapon Style Passive Self:
  • -15% Weapon Recovery Time when dual-wielding
Specialized training increases the character's Action Speed while using a weapon in each hand.
Two-Handed Style Passive Self:
  • +15% Damage with two-handed weapons
Grants a Damage bonus while wielding a two-handed weapon.
Weapon and Shield Style Passive Self:
Equipped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex.
3rd Level Fighter Passives
3 (III) Bear's Fortitude Passive Self:
Increases the character's Fortitude defense.
Bull's Will Passive Self:
Increases the character's Will defense.
Combat Focus Passive Self:
Gain Concentration at the start of each combat.
Hold the Line Passive Self:
Grants the fighter one additional Engagement.
Rapid Recovery
(Black Jacket)
Passive 1 per encounter Self:
  • +3 Health Restored per 3.0 sec for 45.0 sec
Charged by the rush of battle, the fighter will continually regenerate Health at a modest rate.

(Black Jacket) - Reduces the amount of health regenerated.

(Rapid Recovery) - Increases the amount of health regenerated.

Rapid Recovery Passive 1 per encounter Self:
  • +7 Health Restored per 3.0 sec for 45.0 sec
Charged by the rush of battle, the fighter will continually regenerate Health at a modest rate.

(Rapid Recovery) - Increases the amount of health regenerated.

Snake's Reflexes Passive Self:
Increases the character's Reflex defense.
4th Level Fighter Passives
4 (IV) Body Control Passive Self:
The fighter becomes resistant to Might Afflictions, (Staggered, Dazed, and Stunned).
Fearless Passive Self:
The fighter becomes resistant to Resolve Afflictions, (Shaken, Frightened, and Terrified).
Quick Switch Passive Self:
Reduces the Recovery Time penalty when switching weapons.
Tumbling Passive Self:
  • +20 Defense when Disengaging
Gain additional defense against Disengagement attacks.
Unstoppable Passive Self:
The fighter becomes resistant to Dexterity Afflictions, (Hobbled, Immobilized, and Paralyzed).
Weapon Specialization Passive Self:
  • +10% Damage with proficient weapons
Gives a damage bonus to the fighter's proficient weapons.
5th Level Fighter Passives
5 (V) Armored Grace Passive Self:
The fighter is perfectly capable while wearing even bulky and restrictive suits of armor, lowering their Recovery Penalty from armor significantly.
Superior Deflection Passive Self:
Increases the character's Deflection defense.
Tough Passive Self:
Increases the base maximum health that you gain with each level.
Uncanny Luck Passive Self:
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits.
6th Level Fighter Passives
6 (VI) Improved Critical Passive Self:
Increases the amount of damage dealt by Critical Hits.
Overbearing Guard Passive Self:
  • +15 Accuracy with Disengagement attacks, +50% Damage with Disengagement attacks
The fighter's Disengagement attacks have greatly increased Accuracy and Damage.
Reaping the Whirlwind Passive Self:
  • +1 max Discipline
The fighter's maximum Discipline increases.
Spell Resistance Passive Self:
  • 10% resistance against Spells
Grants a chance to completely resist the effects of a hostile spell.
7th Level Fighter Passives
7 (VII) Accurate Empower Passive Self:
Empowered attacks gain increased Accuracy.
Lasting Empower Passive Self:
  • +20% Affliction and Inspiration duration on Empowered attacks
Empowered attacks gain increased duration on Affliction and Inspiration effects.
Penetrating Empower Passive Self:
Empowered attacks gain increased Penetration.
Potent Empower Passive Self:
  • +15% Damage with Empowered attacks
Empowered attacks gain increased Damage.
Unbreakable Passive 1 per encounter Self:
The fighter refuses to be vanquished. After being knocked out, the fighter stands back up with a portion of their Health restored and temporary bonuses to all Defenses and Armor Ratings.
Weapon Mastery Passive Self:
  • +5% Damage with proficient weapons
Gives a damage bonus to the fighter's proficient weapons.
8th Level Fighter Passives
8 (VIII) Critical Defense Passive Self:
The fighter expends extra effort to repel the most savage blows, causing a percentage of all incoming Critical Hits to be converted to Hits.
Great Soul Passive Self:
  • +1 max Empower points
Increases the maximum number of times Empower can be used before resting.
Toughened Fury Passive Self:
  • 10% Chance to gain +1 Discipline when Critically Hit
The fighter has a small chance to gain Discipline each time they are critically hit.
9th Level Fighter Passives
9 (IX) Chopping Wood Passive Self:
  • 100% of Hits converted to Crits with Empowered attacks
The fighter's Empowered attacks gain bonus Hit to Crit conversion.
Prestige Passive Self:
Increases your Power Level, increasing the effectiveness of all abilities.
Unrelenting Passive 1 per encounter Self:
The fighter refuses to be vanquished. After being knocked out, the fighter stands back up with a portion of their Health restored and temporary bonuses to all Defenses and Armor Ratings.

(Unrelenting) - When the fighter rises, he or she regains Discipline.

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