Arm yourself with Meridia's sacred sword and dispense her retribution, dealing **2904** Physical Damage to enemies in front of you and an additional **3483** Physical Damage over **6** seconds.
After activating, your Weapon and Spell Damage is increased. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing **2904** Physical Damage to enemies in front of you and an additional **3483** Physical Damage over **6** seconds.
After activating, your Weapon and Spell Damage is increased by **300** for **20** seconds.
Increases the damage and stuns enemies hit. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing **3600** Physical Damage to enemies in front of you, an additional **4314** Physical Damage over **6** seconds, and stunning them for **2** seconds.
Instant
Enemy
28 m
-
-
2700 stamina
2
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing **2090** Physical Damage.
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 **2091** Physical Damage.
Fires additional bolts at other enemies near the initial target for **22**% less damage.
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 **1438** Physical Damage, taunting them for **15** seconds if they are not already taunted, and reducing their Movement Speed by **30**% for **4** seconds.
Instant
Area
-
5 m
20 sec
3780 stamina
4
Brand the earth at your location with a rune of protection for **20** seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by **5**% and increasing your Stamina Recovery by **15**%.
Enemies in the initial area upon activation are feared. Brand the earth at your location with a rune of protection for **20** seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by **5**% and increasing your Stamina Recovery by **15**%.
Upon activation, enemies in the area are feared for **4** seconds.
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 **10** seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing damage taken by **5**% and increasing Stamina Recovery by **15**%, and are healed for **435** Health every **1** second.
Instant
Area
-
8 m
5 sec
5130 stamina
6
Invoke your expertise in anatomy and enemy behavior to detect stealthed and invisible enemies around you for **5** seconds. Exposed enemies cannot return to stealth or invisibility for **4** seconds.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by **2629**.
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 **5** seconds. Exposed enemies cannot return to stealth or invisibility for **4** seconds.
While active, increases the damage of your Stamina costing Fighters Guild abilities by **25**%.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by **2629**.
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 **5** seconds. Exposed enemies cannot return to stealth or invisibility for **4** seconds.
While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by **2629**. You also gain Minor Berserk for **5** seconds after dealing Critical Damage from an enemy's flank.
Instant
Area
-
2.5 m
20 sec
3240 stamina
8
Set a sharpened blade trap at your location, which takes **1.5** seconds to arm and lasts for **20** seconds.
When triggered, the trap deals **1161** Bleed Damage, an additional **3470** Bleed Damage over **20** seconds, and grants you Minor Force, increasing your Critical Damage by **10**% for the duration.
Enemies who activate the trap are immobilized for **2** seconds.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect. Set a sharpened blade trap at your location, which takes **1.5** seconds to arm and lasts for **20** seconds.
When triggered, the trap deals **1438** Bleed Damage, an additional **3580** Bleed Damage over **20** seconds, and grants you Minor Force, increasing your Critical Damage by **10**% for the duration.
Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect.
Enemies who activate the trap are immobilized for **2** seconds.
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 **1.5** seconds to arm and lasts for **20** seconds.
When triggered, the trap deals **1161** Bleed Damage, an additional **3470** Bleed Damage over **20** seconds, and grants you Minor Force, increasing your Critical Damage by **10**% for the duration.
Enemies who activate the trap are immobilized for **2** seconds.
Allows you to Intimidate NPCs in conversation.
Reduces the Stamina cost of your Fighters Guild abilities by **15**%.
1
Increases your Weapon and Spell Damage by **1**% for each Fighters Guild ability slotted.
Current bonus: **0**%.
3
Increases your Weapon and Spell Damage by **2**% for each Fighters Guild ability slotted.
Current bonus: **0**%
6
Increases your Weapon and Spell Damage by **3**% for each Fighters Guild ability slotted.
Current bonus: **0**%.
7
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate **1** Ultimate whenever you kill an enemy.
5
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate **2** Ultimate whenever you kill an enemy.
9
WITH A FIGHTERS GUILD ABILITY SLOTTED You generate **3** Ultimate whenever you kill an enemy.
10
Your Fighters Guild abilities deal an additional **10**% damage. This bonus doubles against player Vampires and Werewolves.
7
Allows you to accept bounty quests from the Fighters Guild in Cyrodiil.