Online:Fighters Guild
This article is about the faction. For one of the various places, see Category:Online-Places.
The Fighters Guild is a mercenary organization found all over Tamriel. To join, go to any Fighters Guild and speak with Aicessar, Basile, or Hilan (regardless of your alliance) and tell them you're ready to join. To gain reputation with them, you must destroy Dark Anchors or kill Daedra and undead. Good relations with the guild has many benefits, including new skills and abilities.
Contents
Related Quests[edit]
- Joining Quests
-
Aicessar's Invitation: Visit the local Fighters Guild.
Basile's Invitation: Accept an invitation to join the Fighters Guild.
Hilan's Invitation: Seek out the Fighters Guild.
- Anchors from the Harbour: Find two Guild members who were investigating Dark Anchors.
- The Dangerous Past: Search a Dwemer ruin for signs of an ancient weapon.
- The Prismatic Core: Help the Guildmaster understand the threat to the present in the events of the past.
- Proving the Deed: Investigate the circumstances surrounding Jofnir's death.
- Will of the Council: Enter Coldharbour and destroy the Mortuum Vivicus.
Bounty Quests[edit]
- Bounty: Black Daggers: Kill bandits for the Cyrodiil Fighters Guild.
- Bounty: Goblins: Kill goblins for the Cyrodiil Fighters Guild.
- Bounty: Gray Vipers: Kill bandits for the Cyrodiil Fighters Guild.
- Bounty: Shadowed Path: Kill necromancers for the Cyrodiil Fighters Guild.
Dark Anchor Dailies[edit]
These quests are available after joining the Fighters Guild, and are offered by Cardea Gallus located within the Fighters Guild buildings of Elden Root (Grahtwood), Mournhold (Deshaan) and Wayrest (Stormhaven). These quests will send you to destroy one Dark Anchor in a random zone. These quests can be shared with other members of your group, so it is possible to do up to 15 of these quests in a day. These quests will give Fighters Guild reputation, as well as a small box of rewards. These quests are one way of obtaining the Draugr motif.
- Dark Anchors in Alik'r Desert: Help destroy Dark Anchors in Alik'r Desert.
- Dark Anchors in Auridon: Help destroy Dark Anchors in Auridon.
- Dark Anchors in Bangkorai: Help destroy Dark Anchors in Bangkorai.
- Dark Anchors in Deshaan: Help destroy Dark Anchors in Deshaan.
- Dark Anchors in Eastmarch: Help destroy Dark Anchors in Eastmarch.
- Dark Anchors in Glenumbra: Help destroy Dark Anchors in Glenumbra.
- Dark Anchors in Grahtwood: Help destroy Dark Anchors in Grahtwood.
- Dark Anchors in Greenshade: Help destroy Dark Anchors in Greenshade.
- Dark Anchors in Malabal Tor: Help destroy Dark Anchors in Malabal Tor.
- Dark Anchors in Reaper's March: Help destroy Dark Anchors in Reaper's March.
- Dark Anchors in Rivenspire: Help destroy Dark Anchors in Rivenspire.
- Dark Anchors in Shadowfen: Help destroy Dark Anchors in Shadowfen.
- Dark Anchors in Stonefalls: Help destroy Dark Anchors in Stonefalls.
- Dark Anchors in Stormhaven: Help destroy Dark Anchors in Stormhaven.
- Dark Anchors in the Rift: Help destroy Dark Anchors in the Rift.
Skill Perks[edit]
Notes
- The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 50 160. Damage values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.
Ultimate Abilities[edit]
These abilities must be activated manually, for a cost of Ultimate.
Name | Line Rank | Cast Time | Target | Range | Radius | Duration | Cost | ||
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Dawnbreaker | 10 | 0.4 seconds | Cone | – | 10 meters | 6 seconds | 125 Ultimate | ||
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing [7687 / 7771 / 7856 / 7941] Physical Damage to enemies in front of you and an additional [9221 / 9318 / 9419 / 9523] Physical Damage over 6 seconds. | |||||||||
Flawless Dawnbreaker | After activating, your Weapon and Spell Damage is increased. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 7940 Physical Damage to enemies in front of you and an additional 9529 Physical Damage over 6 seconds. After activating, your Weapon and Spell Damage is increased by 300 for [14 / 16 / 18 / 20] seconds. |
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Dawnbreaker of Smiting | Increases the damage and stuns enemies hit. Arm yourself with Meridia's sacred sword and dispense her retribution, dealing [9529 / 9634 / 9739 / 9844] Physical Damage to enemies in front of you, an additional [11433 / 11560 / 11687 / 11809] Physical Damage over 6 seconds, and stunning them for 2 seconds. |
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Active Abilities[edit]
Name | Line Rank | Cast Time | Target | Range | Radius | Duration | Cost | ||
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Silver Bolts | 2 | Instant | Enemy | 28 meters | – | – | 2700 Stamina | ||
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing [5533 / 5593 / 5654 / 5715] Physical Damage. | |||||||||
Silver Shards | Fires additional bolts at other enemies near the initial target for less damage. Area: 5 meters. Fire an augmented Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 5716 Physical Damage. Fires additional bolts at other enemies near the initial target for [25 / 24 / 23 / 22]% less damage. |
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Silver Leash | Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them. Cost: 3780 Stamina, Range: 22 meters. Fire a Dawnguard's crossbow hook to pull an enemy to you, dealing [3811 / 3853 / 3896 / 3936] Physical Damage, taunting them for 15 seconds if they are not already taunted, and reducing their Movement Speed by 30% for 4 seconds. |
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Circle of Protection | 4 | Instant | Area | – | 5 meters | 20 seconds | 3780 Stamina | ||
Duration: [17 / 18 / 19 / 20] seconds. Brand the earth at your location with a rune of protection for [17 / 18 / 19 / 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%. |
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Turn Evil | 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 [2 / 2.7 / 3.3 / 4] seconds. |
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Ring of Preservation | The rune now heals allies inside for the duration, but the rune lasts half as long. Duration: 10 seconds. 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 [1153 / 1165 / 1177 / 1191] Health every 1 second. |
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Expert Hunter | 6 | Instant | Area | – | 6 meters | 5 seconds | 5130 Stamina | ||
Cost: [5400 / 5310 / 5220 / 5130] Stamina. 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 Critical and Spell Critical rating by 2629. |
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Evil Hunter | While active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal. Radius: 12 meters. 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 [22 / 23 / 24 / 25]%. While slotted you gain Major Savagery and Prophecy, increasing your Weapon Critical and Spell Critical rating by 2629. |
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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 5 seconds. Exposed enemies cannot return to stealth or invisibility for 4 seconds. While slotted you gain Major Savagery and Prophecy, increasing your Weapon Critical and Spell Critical rating by 2629. You also gain Minor Berserk for [2 / 3 / 4 / 5] seconds after dealing Critical Damage from an enemy's flank. |
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Trap Beast | 8 | Instant | Area | – | 2.5 meters | 20 seconds | 3240 Stamina | ||
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 [3074 / 3106 / 3140 / 3174] Bleed Damage, an additional [9232 / 9323 / 9432 / 9522] 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. | |||||||||
Barbed Trap | 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 [3811 / 3853 / 3896 / 3936] Bleed Damage, an additional [9533 / 9627 / 9736 / 9852] 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. |
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Lightweight Beast Trap | The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up. Cost: [3240 / 3150 / 3060 / 2970] Stamina, Range: 28 meters, Target: Ground. 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 3176 Bleed Damage, an additional 9533 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. |
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Passive Abilities[edit]
Name | Line Rank | Skill Rank | Description | |
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Intimidating Presence | 1 | Allows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%. | ||
Slayer | 3 | Increases your Weapon and Spell Damage by 1% for each Fighters Guild ability slotted. | ||
6 | Increases your Weapon and Spell Damage by 2% for each Fighters Guild ability slotted. | |||
7 | Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. | |||
Banish the Wicked | 5 | (WITH A FIGHTERS GUILD ABILITY SLOTTED) You generate 1 Ultimate whenever you kill an enemy. | ||
9 | (WITH A FIGHTERS GUILD ABILITY SLOTTED) You generate 2 Ultimate whenever you kill an enemy. | |||
10 | (WITH A FIGHTERS GUILD ABILITY SLOTTED) You generate 3 Ultimate whenever you kill an enemy. | |||
Skilled Tracker | 7 | Your Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves. | ||
Bounty Hunter | 9 | Allows you to accept bounty quests from the Fighters Guild in Cyrodiil. |
Reputation[edit]
All guilds use reputation for leveling purposes. Fighters Guild Reputation is earned by killing undead and Daedra, as well as by completing Dark Anchor Dolmens. You receive 1 for one kill, 5 for killing undead and Daedra bosses, 20 for destroying a Dark Anchor, 10 for completing a Dark Anchor daily quest, and 25 for each[verification needed — see talk page] Dark Anchor contract achievement.
Rank | Reputation Required for Next Rank |
Total Reputation for Rank |
---|---|---|
1 | 80 | 0 |
2 | 240 | 80 |
3 | 400 | 320 |
4 | 560 | 720 |
5 | 720 | 1280 |
6 | 880 | 2000 |
7 | 1120 | 2880 |
8 | 1360 | 4000 |
9 | 1600 | 5360 |
10 | - | 6960 |
Members[edit]
Achievements[edit]
There are six achievements associated with this faction:
Achievement | Points | Description | Reward | |
---|---|---|---|---|
Associate of the Fighters Guild | 5 | Join the Fighters Guild. | Fighters Guild Red | |
| Fighters Guild Veteran | 50 | Complete the Fighters Guild series of quests. | Champion Red Title: Fighters Guild Victor |
Fighters Guild Skill Master | 50 | Reach the max level of the Fighters Guild Skill Line. | Syffim Red | |
No Ground Given | 5 | Complete your first Dark Anchor contract for Cardea Gallus. | ||
Return to Sender | 10 | Complete 10 Dark Anchor contracts for Cardea Gallus. | ||
Stay Out Of Tamriel | 15 | Complete 30 Dark Anchor contracts for Cardea Gallus. |
Notes[edit]
- For historical information on the Fighters Guild, see the lore article.
- Prior to Update 39, the daily quest to destroy one Dark Anchor required destroying three Dark Anchors.
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