Arm yourself with Meridia's sacred sword and dispense her retribution, dealing |cffffff0|r Physical Damage to enemies in front of you and an additional |cffffff0|r Physical Damage over |cffffff6|r seconds.
Flawless Dawnbreaker
After activating, your Weapon and Spell Damage is increased. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing |cffffff0|r Physical Damage to enemies in front of you and an additional |cffffff0|r Physical Damage over |cffffff6|r seconds.
After activating, your Weapon and Spell Damage is increased by |cffffff300|r for |cffffff14|r seconds.
Dawnbreaker of Smiting
Increases the damage and stuns enemies hit. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing |cffffff0|r Physical Damage to enemies in front of you, an additional |cffffff0|r Physical Damage over |cffffff6|r seconds, and stunning them for |cffffff2|r seconds.
Silver BoltsGuild / Fighters Guild
Instant
Enemy
41 m
-
-
2241 stamina
2
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing |cffffff0|r Physical Damage.
Silver Shards
Fires additional bolts at other enemies near the initial target for less damage. Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing |cffffff0|r Physical Damage.
Fires additional bolts at other enemies near the initial target for |cffffff25|r% less damage.
Silver Leash
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them. Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing |cffffff0|r Physical Damage, taunting them for |cffffff15|r seconds if they are not already taunted, and reducing their Movement Speed by |cffffff30|r% for |cffffff4|r seconds.
Circle of ProtectionGuild / Fighters Guild
Instant
Area
-
5 m
20 sec
3137 stamina
4
Brand the earth at your location with a rune of protection for |cffffff17|r seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by |cffffff5|r% and increasing your Stamina Recovery by |cffffff15|r%.
Turn Evil
Enemies in the initial area upon activation are feared. Brand the earth at your location with a rune of protection for |cffffff20|r seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by |cffffff5|r% and increasing your Stamina Recovery by |cffffff15|r%.
Upon activation, enemies in the area are feared for |cffffff2|r seconds.
Ring of Preservation
The rune now heals allies inside for the duration, but the rune lasts half as long. Brand the earth at your location with a rune of protection for |cffffff10|r seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by |cffffff5|r% and increasing Stamina Recovery by |cffffff15|r%, and are healed for |cffffff0|r Health every |cffffff1|r second.
Expert HunterGuild / Fighters Guild
Instant
Area
-
8 m
5 sec
4258 stamina
6
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for |cffffff5|r seconds. Exposed enemies cannot return to stealth or invisibility for |cffffff4|r seconds.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by |cffffff0|r.
Evil Hunter
While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal. Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for |cffffff5|r seconds. Exposed enemies cannot return to stealth or invisibility for |cffffff4|r seconds.
While active, increases the damage of your Stamina costing Fighters Guild abilities by |cffffff22|r%.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by |cffffff0|r.
Camouflaged Hunter
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk. Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for |cffffff5|r seconds. Exposed enemies cannot return to stealth or invisibility for |cffffff4|r seconds.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by |cffffff0|r. You also gain Minor Berserk for |cffffff2|r seconds after dealing Critical Damage from an enemy's flank.
Trap BeastGuild / Fighters Guild
Instant
Area
-
2.5 m
20 sec
2689 stamina
8
Set a sharpened blade trap at your location, which takes |cffffff1.5|r seconds to arm and lasts for |cffffff20|r seconds.
When triggered, the trap deals |cffffff0|r Bleed Damage, an additional |cffffff0|r Bleed Damage over |cffffff20|r seconds, and grants you Minor Force, increasing your Critical Damage by |cffffff10|r% for the duration.
Enemies who activate the trap are immobilized for |cffffff2|r seconds.
Barbed Trap
Decuples the chance of applying the Hemorrhaging status effect. Set a sharpened blade trap at your location, which takes |cffffff1.5|r seconds to arm and lasts for |cffffff20|r seconds.
When triggered, the trap deals |cffffff0|r Bleed Damage, an additional |cffffff0|r Bleed Damage over |cffffff20|r seconds, and grants you Minor Force, increasing your Critical Damage by |cffffff10|r% for the duration.
The damage has a higher chance to apply the Hemorrhaging status effect.
Enemies who activate the trap are immobilized for |cffffff2|r seconds.
Lightweight Beast Trap
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up. Launch a sharpened blade trap at a target location, which takes |cffffff1.5|r seconds to arm and lasts for |cffffff20|r seconds.
When triggered, the trap deals |cffffff0|r Bleed Damage, an additional |cffffff0|r Bleed Damage over |cffffff20|r seconds, and grants you Minor Force, increasing your Critical Damage by |cffffff10|r% for the duration.
Enemies who activate the trap are immobilized for |cffffff2|r seconds.
Intimidating PresenceGuild / Fighters Guild
Intimidating Presence I
Allows you to Intimidate NPCs in conversation.
Reduces the Stamina cost of your Fighters Guild abilities by |cffffff15|r%.
1
SlayerGuild / Fighters Guild
Slayer I
Increases your Weapon and Spell Damage by |cffffff1|r% for each Fighters Guild ability slotted.
Current bonus: |cffffff0|r%.
3
Slayer II
Increases your Weapon and Spell Damage by |cffffff2|r% for each Fighters Guild ability slotted.
Current bonus: |cffffff0|r%
6
Slayer III
Increases your Weapon and Spell Damage by |cffffff3|r% for each Fighters Guild ability slotted.
Current bonus: |cffffff0|r%.
7
Banish the WickedGuild / Fighters Guild
Banish the Wicked I
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate |cffffff1|r Ultimate whenever you kill an enemy.
5
Banish the Wicked II
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate |cffffff2|r Ultimate whenever you kill an enemy.
9
Banish the Wicked III
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate |cffffff3|r Ultimate whenever you kill an enemy.
10
Skilled TrackerGuild / Fighters Guild
Skilled Tracker I
Your Fighters Guild abilities deal an additional |cffffff10|r% damage. This bonus doubles against player Vampires and Werewolves.
7
Bounty HunterGuild / Fighters Guild
Bounty Hunter I
Allows you to accept bounty quests from the Fighters Guild in Cyrodiil.