Azmar Quest

Warrior Talents

All 30 Warrior talents in Azmar Quest, tier by tier. Every 10 Mastery levels you unlock a new row of three talents and spend 1 Ember to take one of them permanently. Once you own more than one talent in a row you can switch between them for free, but only one per row is active at a time.

Mastery 10

  • Rallying Slash

    Sword Slash now always gives its bonus heal, not just on a critical hit, but the heal is lowered to 40% of the damage inflicted, down from 50%.

  • Duelist Strike

    Swift Strike now also improves your defense by 1%. If the enemy has Toxic Blade or Deep Wound, it improves it by 2% instead.

  • Crippling Venom

    Toxic Blade's debuff now gives 2% critical chance each turn, and 3% when it critically strikes, up from 1% and 2%. Also, every time Toxic Blade's debuff critically strikes, Toxic Blade lasts 2 turns longer.

Mastery 20

  • Battle Rage

    You unlock Rage, a new Warrior resource. You can have up to 10 Rage, and you generate 1 each turn. You also generate 1 Rage whenever a Warrior skill gives you energy. Each Rage makes your attacks deal 1% more damage.

  • Focused Rage

    You unlock Rage, a new Warrior resource. You can have up to 10 Rage, and you generate 1 each turn. You also generate 2 Rage whenever a Warrior skill or debuff critically strikes. Each Rage gives your skills and debuffs a 1% higher chance to critically strike.

  • Defensive Rage

    You unlock Rage, a new Warrior resource. You can have up to 10 Rage, and you generate 1 each turn. You also generate 1 Rage whenever a Warrior skill applies a buff to you. Each Rage makes you take 1% less damage.

Mastery 30

  • Returning Blade

    If Throw Sword hits an enemy at 50% life or lower and you have at least 2 Rage, it consumes 2 Rage and refunds 1 energy. If you have at least 4 Rage, it consumes 4 Rage and refunds 2 energy instead.

  • Mirror Wall

    Reverse Magic rolls its redirect chance twice. If either roll succeeds, it redirects 1 debuff, and if both rolls succeed, you gain Resilience for the next turn. If both rolls fail and you have at least 3 Rage, it consumes 3 Rage to redirect 1 debuff anyway.

  • Enraged Shield

    Raise Shield can now consume all your Rage. When its buff ends, you permanently gain 5% damage done for each Rage consumed. If your defense is already at 50%, you are silenced, or your buff slots are full, the damage boost is applied right away.

Mastery 40

  • Plate Armor

    You permanently take 20% less damage.

  • Heavy Gear

    You permanently take 10% less damage. Critical strike damage from enemies is reduced by an additional 20%, and damage from debuffs is reduced by an additional 15%.

  • Steel Helm

    You permanently take 40% less critical strike damage.

Mastery 50

  • Sharp Guard

    Quick Guard's temporary 5% defense buff also gives 5% critical chance. When Quick Guard ends, it also gives 2% permanent critical chance along with its 2% permanent defense.

  • Mending Bash

    Shield Bash now always improves your healing done by 10%, instead of having only a 50% chance. Also, increasing your healing done with Shield Bash now counts as applying a Warrior buff for Defensive Rage.

  • Unbroken Chain

    Life Chain now always applies its healing buff, instead of having only a 50% chance. Also, the buff's total healing is condensed into 1 turn. If your buff slots are full, Life Chain's healing is doubled.

Mastery 60

  • Field Surgery

    Bandage now spends your Rage, gaining 10% critical heal chance and 5% additional healing per Rage spent, until it reaches 100% critical heal chance.

  • Vengeful Retaliation

    At 10 or more Rage, Retaliation consumes 10 Rage, no longer removes your buffs or debuffs, and also gives you Resilience for 2 turns and Silences the enemy for 2 turns.

  • Open Vein

    Deep Wound gives 1 energy when applied, and every time Deep Wound deals damage, you now gain 1 Rage. Also, its healing reduction stays fixed at 60% instead of decreasing each turn.

Mastery 70

  • Second Wind

    Once per combat, the first time you fall below 35% life, you gain 5 energy and your Rage bar is filled.

  • Weapon Mastery

    The extra damage your Warrior skills gain from defense and critical chance is increased by 50%.

  • Bloodmend Elixir

    Each Rage increases your healing done by 2%. Once per combat, the first time you are below 50% life, halve your Rage and instantly restore a fixed 20% of your max life.

Mastery 80

  • Poisoned Wound

    Envenom also applies Deep Wound for 3 turns. If Envenom critically strikes, Deep Wound lasts 6 turns instead. Additionally, Envenom now consumes all your Rage, and the Toxic Blade and Deep Wound it applies deal 20% more damage per Rage consumed.

  • Raging Safeguard

    Safeguard consumes all Rage. For each Rage consumed, its damage is increased by 5%, which also increases the heal and absorb it generates.

  • Final Verdict

    Execute now spends your Rage, gaining 10% critical chance per Rage spent, until it reaches 100% critical chance.

Mastery 90

  • Iron Focus

    Whenever one of your Warrior skills improves your critical chance, you also gain 1% defense.

  • Bladed Guard

    Whenever one of your Warrior skills improves your defense, you also gain 1% critical chance.

  • Blind Fury

    You start each combat with 10 Rage, and you can now have up to 20 Rage. Also, after you use a skill that requires energy, you gain 1 Rage.

Mastery 100

  • Guardian Shield

    Protection's absorb is doubled. When Protection breaks or is removed, you gain 3 Rage.

  • Last Stand

    While you are at 30% life or lower, you take 40% less damage.

  • Tempered Gear

    You gain twice as much life from your Armor.