Abilities
Each time you level up, you receive 1 ability point. Press B to access the ability trees. There are 3 distinct trees: footman, medic, and cavalry. The first point you put in any tree must be put in the bottom row, and you must put in 5 points in any one ability to unlock access to the next tier of abilities. Many abilities have more than 1 effect or have bonuses for putting 5 or 10 points in them.
At the top of the tree are the Top Tier abilities. You may only have 1 top tier ability in total.
Ability Resets
The first character created on an account receives 1 free Abilities Reset, located in the upper right corner of the abilities screen. Using an Abilities Reset will clear out all selections and allow you to redistribute your ability points. Resets may be bought at the Glory Quartermaster with Contribution Points, in the Supporter Shop for Ambers, or on The Market for gold.
Footman Abilities
This is the largest tree, and is stitched together roughly so that the left side of the tree is defensive and "tanky" abilities, the center is HP, Stam, and regen abilities, and the right is offensive damage modifying abilities. The ability descriptions are listed starting from the bottom of the tree, going from left to right.
For each ability, the descriptions represent the effect of putting 1 point into the ability. Some abilities give bonuses for maxing out the ability; those bonuses are noted.
Tier 1 and tier 7 abilities are 5 points. All other tiers are a maximum of 10 points.
Tier 1
Tier 1 abilities have a maximum of 5 points. You must put 5 points in an ability to move to the next tier.
Shield Bash:
Attack using a shield to stun or stagger an enemy.- +5% shield bash damage. +10% shield bash damage bonus at level 5.
Marksman:
- Stong knife attacks cause 10s bleed at .5 damage per second.
- Fully draw the bow .05 seconds faster per level. +.05s bonus at level 5.
- Killing an enemy regenerates up to 2% quiver capacity (depending on the assist amount). 5% bonus at level 5.
Reaper:
- Cleave: Use any 2 hander except a spear or guisarme to damage 2 targets at the same time.
- At level 5, deal an additional 7% damage and deal damage to a 3rd target. 2% damage increase per level in reaper to 2nd and 3rd target.
Tier 2
Tier 3
Tier 4
Huntsman:
- +0.5% armor penetration.
- +0.01s to holding a fully drawn bow. +0.1s bonus at level 10.
- +0.5% arrow regeneration per minute.
Tier 5
Man of Steel:
- +1% slashing, piercing, and bludgeoning damage reduction when wearing heavy armour. +5% damage reduction bonus at level 10.
You Shall Not Pass:
- -3% shield resistance cost for 30 seconds after effectively blocking 3 blows with a shield within 3 seconds. -30% cost bonus at level 10.
Bullseye:
- Instantly recover 2% stamina after performing 3 headshots within 30 seconds. +10% stamina bonus at level 10.
Breaker:
- +1% damage to shields and +10% bonus at level 10.
- +2% damage to mounts when on foot and +10% bonus at level 10.
Tier 6
Last Stand
- When shield resistance is 0, regenerate 2% shield resistance after using your weapon to block 3 attacks in a row within 30 seconds. +20% shield resistance regeneration bonus at level 10.
Precision:
- After 3 unblocked attacks in a row within 30 seconds, your attacks cost 0 stamina for 3 seconds per level in precision. +15 second bonus at level 10. Applies to melee combat only.
Tier 7 (Top Tier)
You can only have 1 top tier ability. Each top tier ability costs 5 points.
Battle Rage:
- Your attacks cannot be interrupted for the first 15 seconds that your health is below 60%.
- 2 minute cooldown.
Medic Abilties
Special note about revives: Each time a player is revived, they receive a debuff which reduces the revived HP by half. After 4 revives, he cannot be revived again until the cooldown timer expires. An example of this is 500 HP for the first time he is revived, 250 for second revive, 125 for third revive, and 63 HP for 4th revive.
Note about Bandages and Mend: When a medic with the "Focus" ability bandages himself, it grants the medic a temporary buff and increases the damage healed while mending others for a short time, making each Mend action equivalent to a bandage heal (50 HP).
Starting from the bottom:
First Aid:
- Allows bandaging of other players. Players without this skill can only bandage themselves.
- -10% time to revive an ally.
Great Comeback:
- When you revive an ally, nearby allies gain +10% health regeneration for 3 seconds. +15 second bonus at level 10.
Focus: This is a top tier ability and costs 5 points.
- Unlocks Mend: Heal allies without a bandage for 40 HP. This ability has a certain number of charges and regenerates over time. A medic who uses a bandage on themselves gains +10 HP to Mend actions for a short time.
- Taking damage does not interrupt your revives. Being stunned or staggered still interrupts your revives.
Cavalry Abilities
The Cavalry tree is split so that archery abilities are on the left, and melee abilities are on the right. Improving the horse's HP, Stam, Regen, and Respawn is in the center. For more information about mount attributes, click here. Starting at the bottom, and going from left to right:
Tier 1
Tier 2
Calm:
- Increases the accuracy of arrows in mounted archery.
- When mounted, killing an enemy regenerates up to 1% arrows (depending on assist). +5% arrow regen bonus at level 10.
Hardened:
- +.02 stamina for each point in Conditioning per level of Hardened.
- .5 HP for each point of Vitality per level of Hardened
Cavalryman:
- -2% stamina drain while attacking and holding a weapon
- At level 10, a melee attack no longer causes you to slow down.
Tier 3
Vigour:
- Mount's stamina regen is increased by its maximum stamina modifier.
- +.3% stamina modifier
- -1% stamina drain for sprinting, jumping and swimming. -5% stamina drain bonus at level 10.
- +8% base arrow capacity. (Does not stack with Athlete)
Will To Survive:
- Mount's health regen is increased by its maximum health modifier.
- +0.1% health modifier
- -0.1 second to length of time you are stunned when your mount is killed while riding it. No stun at all at level 10.
Tier 4
Rapid Fire: Fully upgrading this skill makes the draw speed and damage equivalent to an archer on foot.
- Draw the bow to full .02 seconds faster. 0.1s bonus at level 10.
- +1% bow damage while mounted
- +0.5% per minute arrow regen
Tier 5 (Top Tier)
These abilities cost 5 points.
Steady Hand
- Unlocks red powerbar for archery while mounted.
- +200% base arrow capacity.
- For 15 seconds after firing a shot, shooting the bow will not slow down your mount. Cooldown 2 minutes.
See also: Builds | Character Statistics