Skip to content

Powers and Fury

The Warrior has four power slots, on keys 1 to 4. The hero uses his powers on his own whenever they make sense; pressing the key forces it right away. Every power costs mana and has a cooldown.

Power Slot Target Cooldown Mana Unlocks at
Opening Strike 1 · Opener single target 2.6 s 4 level 1
Berserker Fury 2 · Fury the hero himself 18 s 9 level 4
Steel Whirlwind 3 · Area area around him 7 s 12 level 6
Tyr’s Leap 4 · Leap area on landing 11 s 18 level 10

Values are beta. Unlock levels apply to a new character.

Changes with your weapon style:

  • Strike and Shield Bash (Axe and Shield) — a strike followed by a stunning shield bash.
  • Twin Strike (Dual Swords) — four quick cuts on the same target.
  • Splitting Blow (Greatsword) — the greatsword’s overhead chop, devastating against a single target.

The hero roars and flies into a rage for 8 seconds: he deals more damage and gains 25% attack speed. It’s purely a buff — the roar doesn’t knock back or stun anyone. In the tree, Fury can last longer (Prolonged Fury), never end (Eternal Berserker) or be saved for moments of danger (Tactic: Cold Blood).

Spins and cuts down everything around him. With tree nodes, it can stun (Shield Whirlwind) or chase enemies while spinning (Hunting Whirlwind).

Leaps onto the largest group of enemies, cracks the ground and stuns everyone in the landing area.

Each power has a level, which raises its damage and effects:

level = 1 + points in tree nodes that strengthen the power + “+power level” affixes + gems and runewords

The hero’s level doesn’t raise power levels: gear and the tree do that. Amulets and weapons can roll +level of one power or +level of all powers affixes; runewords such as Valknut (+2) and Yggdrasil (+1) help too.

Each slot can swap its default power for an alternative unlocked in the talent tree. You choose which one to use at the Valkyrie or on the hero’s character sheet. A branch’s alternatives only work with that branch’s weapon style.

Slot Default Guardian (Axe and Shield) Tempest (Dual Swords) Executioner (Greatsword)
1 · Opener Opening Strike Thunderous Shield Bash — stuns for 1.5 s Swift Twin Strike — six quick cuts Charged Splitting Blow — the earth splits
2 · Fury Berserker Fury Shield Wall — −40% damage taken for 6 s Bloodthirst — 10% of damage returns as life for 8 s War Cry — enemies within 6 m take +20% damage for 8 s
3 · Area Steel Whirlwind Seismic Taunt — pulls enemies in and stuns those nearby Blade Dance — dashes 6 m, cutting in a line Seismic Rift — a wave that splits the earth in an 8 m cone
4 · Leap Tyr’s Leap Shield Charge — a charge that knocks back and stuns Wind Step — reappears in the middle of the pack and cuts three times Fall of Mjölnir — a bigger leap, damage ×1.6, cooldown ×1.5

Between powers, the hero uses his basic attack, which always hits a single target, in every style. Area damage comes from powers (and from some nodes and aspects). The hero fights at the right distance from his target, only strikes facing it, and never cancels a swing midway to use a power: he waits for the impact.