Every martial class now carries a signature resource that fills as you fight, shown on a live meter above your hotbar during combat. Spend it with a class ability for a burst of power — and while you hold it, most classes hit harder just for having it.
A few shared rules:
The relentless bruiser. Every landed attack builds 1 Momentum (up to 5), and each point makes your swings hit +8% harder — a full stack is +40% on every strike.
Then choose your moment: Momentum Breaker dumps the whole bar into one blow for +35% damage per Momentum (up to a crushing finisher at 5). Hold for steady pressure, or cash out for a spike — that decision is the Fighter.
The crowd wants blood. Rage builds fast — +15 for every hit you land and +25 for every hit you take — and the higher it climbs, the more damage you deal (up to roughly +40% at a full 100).
At 60 Rage or more, Wide Cleave spends the entire bar for a devastating swing. Build the fury, ride the damage bonus, then unleash it all at once.
The wall that hits back. Paladins build Aegis by taking hits — and once you have banked 40 or more, you take 15% less damage from everything. The longer you stand firm, the tougher you get.
Then Divine Judgment releases all that banked Aegis as a blast of holy retribution — the more punishment you absorbed, the harder you smite back. Tank, then punish.
All-or-nothing commitment. Use Skyleap to vault into the air — then, on your next turn, Falcon Dive comes crashing down for triple damage that cannot miss.
The only class that trades a moment of setup for a guaranteed, unavoidable spike. Time your descent and nothing survives it.
Paint the target, then unload. Each attack you land plants a Mark on your foe (up to 5). Marks are your ammunition for the finish.
Storm of Arrows consumes every Mark at once, firing one arrow per Mark — a full five-Mark volley is a hail of damage. Set up on a target, then detonate your investment.
The finisher. Landing attacks builds Combo Points (up to 5). Shadowstrike spends them for a burst that grows +20% per point — but its real teeth show against the wounded: +120% extra damage versus any enemy below 25% HP.
The only warrior with a true execute. Build your combo, then delete anything on the ropes.
Fast fists, hard choices. Chi builds the quickest of any class — +2 per hit, up to 10 — and you decide what to do with it:
The only martial that flexes its resource between damage and staying alive, mid-fight.
These systems are brand new, and we will be tuning the numbers as we see them in the wild. If a class feels a shade too strong or too weak in the first days, expect small adjustments — the goal is seven warriors that each feel powerful in their own way.
Mages, Warlocks, Necromancers, Minstrels, Tamers, Hexblades, Mimics and Runesmiths already have their own signature loops — this update brings the seven martial classes up to that same standard. Nothing about the casting classes has changed.