Warden/Abilities
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Revision as of 17:30, 30 September 2021 by ExtraBot (talk | contribs) (Automatically generated. If there's an issue, please message Extractum11 on Discord - Subglacious#0413)
Click "Expand" on the box below to view a complete list of Abilities for the Warden skill.
Icon | Level | Name | Description | Special | Effects | Stats | Source |
---|---|---|---|---|---|---|---|
30 | Warning Jolt | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +23 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 25 Electricity Taunt: +100 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Leveling | |
31 | Conditioning Shock | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 69 Electricity | Power Cost: 25 Range: 5 Cooldown: 10 |
Training: Barnaby | |
32 | Apprehend | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 66 Fire | Power Cost: 30 Range: 30 Cooldown: 8 |
Training: Barnaby | |
33 | Lethal Force | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 199 Electricity Enrages Target: 2% |
Power Cost: 62 Range: 5 Cooldown: 45 |
Training: Barnaby | |
34 | Privacy Field | Electrify your skin. Melee attackers take damage when they hit you. | Recover: 0 Power when melee attacks deal damage to you DoT: 72 Electricity, 1 times over 0 seconds DoT: 0 Fire, 6 times over 12 seconds |
Power Cost: 37 Range: 5 Cooldown: 30 |
Training: Tangle | ||
35 | Coordinated Assault | With a nod, you and nearby allies coordinate your attacks with the instinctive ease of a hunting pack. | Each allies' next Melee attack deals +85 damage | Power Cost: 46 Range: 4 AoE: 20 Cooldown: 30 |
Training: Tangle | ||
36 | Controlled Burn | Ignite all nearby problems. | Restores: 2 Body Heat in cold environments DoT: 0 Fire, 6 times over 12 seconds |
Damage: 78 Fire Enrages Target: 2% |
Power Cost: 33 Range: 15 AoE: 15 Cooldown: 12 |
Training: Barnaby | |
37 | Aggression Deterrent | Emit a wave of acid to gently discourage engagement. | DoT: 0 Fire, 4 times over 8 seconds | Damage Armor: 82 Acid | Power Cost: 23 Range: 10 AoE: 10 Cooldown: 8 |
Training: Tangle | |
38 | Stun Trap | Create a vortex of deadly electricity that will erupt in a stunning explosion as soon as an enemy gets too close. | Summoned trap exists for 30 seconds or until triggered. (Base damage approx. 108) | Power Cost: 48 Range: 4 Cooldown: 30 Channel Time: 2 |
Training: Tangle | ||
40 | Pursuit Mode | Alter the air currents so that you can briefly fly. Only works outdoors. | You can fly for 12 seconds. Can Be On Sidebar |
Power Cost: 34 Range: 5 Cooldown: 120 |
Training: Tangle | ||
40 | Warning Jolt 2 | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +26 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 37 Electricity Taunt: +148 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Training: Barnaby | |
41 | Conditioning Shock 2 | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 103 Electricity | Power Cost: 29 Range: 5 Cooldown: 10 |
Training: Barnaby | |
42 | Apprehend 2 | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 102 Fire | Power Cost: 35 Range: 30 Cooldown: 8 |
Training: Barnaby | |
43 | Lethal Force 2 | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 306 Electricity Enrages Target: 2% |
Power Cost: 71 Range: 5 Cooldown: 45 |
Training: Barnaby | |
44 | Privacy Field 2 | Electrify your skin. Melee attackers take damage when they hit you. | Recover: 0 Power when melee attacks deal damage to you DoT: 111 Electricity, 1 times over 0 seconds DoT: 0 Fire, 6 times over 12 seconds |
Power Cost: 42 Range: 5 Cooldown: 30 |
Training: Tangle | ||
46 | Controlled Burn 2 | Ignite all nearby problems. | Restores: 3 Body Heat in cold environments DoT: 0 Fire, 6 times over 12 seconds |
Damage: 122 Fire Enrages Target: 2% |
Power Cost: 37 Range: 15 AoE: 15 Cooldown: 12 |
Training: Barnaby | |
47 | Aggression Deterrent 2 | Emit a wave of acid to gently discourage engagement. | DoT: 0 Fire, 4 times over 8 seconds | Damage Armor: 128 Acid | Power Cost: 26 Range: 10 AoE: 10 Cooldown: 8 |
Training: Tangle | |
48 | Stun Trap 2 | Create a vortex of deadly electricity that will erupt in a stunning explosion as soon as an enemy gets too close. | Summoned trap exists for 30 seconds or until triggered. (Base damage approx. 152) | Power Cost: 54 Range: 4 Cooldown: 30 Channel Time: 2 |
Training: Tangle | ||
50 | Coordinated Assault 2 | With a nod, you and nearby allies coordinate your attacks with the instinctive ease of a hunting pack. | Each allies' next Melee attack deals +144 damage | Power Cost: 56 Range: 4 AoE: 20 Cooldown: 30 |
Training: Tangle | ||
50 | Warning Jolt 3 | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +28 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 58 Electricity Taunt: +232 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Training: Barnaby | |
51 | Conditioning Shock 3 | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 154 Electricity | Power Cost: 33 Range: 5 Cooldown: 10 |
Training: Barnaby | |
52 | Apprehend 3 | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 154 Fire | Power Cost: 40 Range: 30 Cooldown: 8 |
Training: Barnaby | |
53 | Lethal Force 3 | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 460 Electricity Enrages Target: 2% |
Power Cost: 80 Range: 5 Cooldown: 45 |
Training: Barnaby | |
54 | Privacy Field 3 | Electrify your skin. Melee attackers take damage when they hit you. | Recover: 0 Power when melee attacks deal damage to you DoT: 164 Electricity, 1 times over 0 seconds DoT: 0 Fire, 6 times over 12 seconds |
Power Cost: 48 Range: 5 Cooldown: 30 |
Training: Tangle | ||
56 | Controlled Burn 3 | Ignite all nearby problems. | Restores: 4 Body Heat in cold environments DoT: 0 Fire, 6 times over 12 seconds |
Damage: 175 Fire Enrages Target: 2% |
Power Cost: 41 Range: 15 AoE: 15 Cooldown: 12 |
Training: Barnaby | |
57 | Aggression Deterrent 3 | Emit a wave of acid to gently discourage engagement. | DoT: 0 Fire, 4 times over 8 seconds | Damage Armor: 180 Acid | Power Cost: 29 Range: 10 AoE: 10 Cooldown: 8 |
Training: Tangle | |
58 | Stun Trap 3 | Create a vortex of deadly electricity that will erupt in a stunning explosion as soon as an enemy gets too close. | Summoned trap exists for 30 seconds or until triggered. (Base damage approx. 197) | Power Cost: 61 Range: 4 Cooldown: 30 Channel Time: 2 |
Training: Tangle | ||
60 | Pursuit Mode 2 | Alter the air currents so that you can briefly fly. Only works outdoors. | You can fly for 24 seconds. Can Be On Sidebar |
Power Cost: 43 Range: 5 Cooldown: 120 |
Training: Tangle | ||
60 | Warning Jolt 4 | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +30 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 79 Electricity Taunt: +316 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Training: Barnaby | |
61 | Conditioning Shock 4 | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 206 Electricity | Power Cost: 37 Range: 5 Cooldown: 10 |
Training: Barnaby | |
62 | Apprehend 4 | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 206 Fire | Power Cost: 44 Range: 30 Cooldown: 8 |
Training: Barnaby | |
63 | Lethal Force 4 | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 611 Electricity Enrages Target: 2% |
Power Cost: 90 Range: 5 Cooldown: 45 |
Training: Barnaby | |
64 | Privacy Field 4 | Electrify your skin. Melee attackers take damage when they hit you. | Recover: 0 Power when melee attacks deal damage to you DoT: 216 Electricity, 1 times over 0 seconds DoT: 0 Fire, 6 times over 12 seconds |
Power Cost: 53 Range: 5 Cooldown: 30 |
Training: Tangle | ||
65 | Coordinated Assault 3 | With a nod, you and nearby allies coordinate your attacks with the instinctive ease of a hunting pack. | Each allies' next Melee attack deals +223 damage | Power Cost: 66 Range: 4 AoE: 20 Cooldown: 30 |
Training: Tangle | ||
66 | Controlled Burn 4 | Ignite all nearby problems. | Restores: 5 Body Heat in cold environments DoT: 0 Fire, 6 times over 12 seconds |
Damage: 228 Fire Enrages Target: 2% |
Power Cost: 46 Range: 15 AoE: 15 Cooldown: 12 |
Training: Barnaby | |
67 | Aggression Deterrent 4 | Emit a wave of acid to gently discourage engagement. | DoT: 0 Fire, 4 times over 8 seconds | Damage Armor: 233 Acid | Power Cost: 33 Range: 10 AoE: 10 Cooldown: 8 |
Training: Tangle | |
68 | Stun Trap 4 | Create a vortex of deadly electricity that will erupt in a stunning explosion as soon as an enemy gets too close. | Summoned trap exists for 30 seconds or until triggered. (Base damage approx. 251) | Power Cost: 68 Range: 4 Cooldown: 30 Channel Time: 2 |
Training: Tangle | ||
70 | Warning Jolt 5 | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +32 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 100 Electricity Taunt: +400 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Training: Barnaby | |
71 | Conditioning Shock 5 | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 262 Electricity | Power Cost: 41 Range: 5 Cooldown: 10 |
Training: Barnaby | |
72 | Apprehend 5 | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 262 Fire | Power Cost: 49 Range: 30 Cooldown: 8 |
Training: Barnaby | |
73 | Lethal Force 5 | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 778 Electricity Enrages Target: 2% |
Power Cost: 99 Range: 5 Cooldown: 45 |
Training: Barnaby | |
74 | Privacy Field 5 | Electrify your skin. Melee attackers take damage when they hit you. | Recover: 0 Power when melee attacks deal damage to you DoT: 275 Electricity, 1 times over 0 seconds DoT: 0 Fire, 6 times over 12 seconds |
Power Cost: 59 Range: 5 Cooldown: 30 |
Training: Tangle | ||
76 | Controlled Burn 5 | Ignite all nearby problems. | Restores: 6 Body Heat in cold environments DoT: 0 Fire, 6 times over 12 seconds |
Damage: 288 Fire Enrages Target: 2% |
Power Cost: 51 Range: 15 AoE: 15 Cooldown: 12 |
Training: Barnaby | |
77 | Aggression Deterrent 5 | Emit a wave of acid to gently discourage engagement. | DoT: 0 Fire, 4 times over 8 seconds | Damage Armor: 294 Acid | Power Cost: 36 Range: 10 AoE: 10 Cooldown: 8 |
Training: Tangle | |
78 | Stun Trap 5 | Create a vortex of deadly electricity that will erupt in a stunning explosion as soon as an enemy gets too close. | Summoned trap exists for 30 seconds or until triggered. (Base damage approx. 301) | Power Cost: 75 Range: 4 Cooldown: 30 Channel Time: 2 |
Training: Tangle | ||
80 | Coordinated Assault 4 | With a nod, you and nearby allies coordinate your attacks with the instinctive ease of a hunting pack. | Each allies' next Melee attack deals +314 damage | Power Cost: 77 Range: 4 AoE: 20 Cooldown: 30 |
Training: Tangle | ||
80 | Pursuit Mode 3 | Alter the air currents so that you can briefly fly. Only works outdoors. | You can fly for 36 seconds. Can Be On Sidebar |
Power Cost: 53 Range: 5 Cooldown: 120 |
Training: Tangle | ||
80 | Warning Jolt 6 | Fire a mild electrical charge into the suspect. This tends to focus their attention on you instead of any nearby innocents. This is a Basic Attack. (When it triggers a Combat Refresh, +34 Power) |
Restores: 0 Power Restores: 0 Armor |
Damage: 126 Electricity Taunt: +504 |
Power Cost: 0 Range: 10 Cooldown: 2 |
Training: Barnaby | |
81 | Conditioning Shock 6 | Send a surge of electricity into your target, leaving them more vulnerable to future shocks. This is a Nice Attack. |
Target takes +20% Electricity damage from future attacks for 30 seconds | Damage: 325 Electricity | Power Cost: 45 Range: 5 Cooldown: 10 |
Training: Barnaby | |
82 | Apprehend 6 | Fire a red-hot energy lasso at an enemy and drag them toward you. This is a Core Attack. |
Target is knocked forward | Damage: 326 Fire | Power Cost: 54 Range: 30 Cooldown: 8 |
Training: Barnaby | |
83 | Lethal Force 6 | Release a maximum-power charge of electricity into your foe. Horrifically effective against enemies of the Wardens. As a safety precaution, fellow animals take reduced damage. This is an Epic Attack. |
Animals take -33% damage DoT: 0 Fire, 4 times over 8 seconds |
Damage: 961 Electricity Enrages Target: 2% |
Power Cost: 110 Range: 5 Cooldown: 45 |
Training: Barnaby |