Category: Guild
Other skill lines in Guild : Dark Brotherhood, Mages Guild, Psijic Order, Thieves Guild and Undaunted
To unlock the Fighters Guild skill-line you have to join the Fighters Guild. Depending on your alliance, this will be in different locations. It is important to unlock the Fighters Guild skill-line as fast as possible, otherwise you will miss out on experienced gained towards the Fighters Guild skill-line whenever you kill Daedra or Undead.
You can find the location with the map here.
To level up the Fighters Guild skill-line in the Elder Scrolls Online you have to kill Daedra, Undead or complete Dolmens. The skill-line levels up by amount of Daedra or Undead killed, the experience gains are not important. Therefore it is recommended to find Daedra and Undead that are easy to kill. Another popular way to level up the Fighters Guild is to complete Dolmens, you can learn more about this here in the "Dolmen Farming Guide".
However, in contrary to the Fighters Guild skill-line itself, the skills are leveled up by gaining experience from killing any monsters or quests. The killing Undead and Daedra requirement only counts towards the level of the skill-line itself.
The damage numbers of the skills that you see below are used for comparison. The numbers are based on a naked level 50 character without any skills, passives, attributes and champion points allocated. Your damage numbers will change depending on what gear, skills, attributes, champion points, enchantments or buffs your character has.
Other skill lines in Guild : Dark Brotherhood, Mages Guild, Psijic Order, Thieves Guild and Undaunted
The Fighters Guild skill-line is part of the "Guild" category in the Elder Scrolls Online. The Fighters Guild skill-line has active skills and passives. The Fighters Guild has a focus on increasing your power against Daedra, Undead, Vampires and Werewolves.
How do you unlock the Fighters Guild skill-line?
To unlock the Fighters Guild skill-line you have to join the Fighters Guild. Depending on your alliance, this will be in different locations. It is important to unlock the Fighters Guild skill-line as fast as possible, otherwise you will miss out on experienced gained towards the Fighters Guild skill-line whenever you kill Daedra or Undead.
- Aldmeri Dominion: Vulkhel Guard
- Daggerfall Covenant: Daggerfall
- Ebonheart Pact: Davon's Watch
You can find the location with the map here.
How do you level up the Fighters Guild skill-line?
To level up the Fighters Guild skill-line in the Elder Scrolls Online you have to kill Daedra, Undead or complete Dolmens. The skill-line levels up by amount of Daedra or Undead killed, the experience gains are not important. Therefore it is recommended to find Daedra and Undead that are easy to kill. Another popular way to level up the Fighters Guild is to complete Dolmens, you can learn more about this here in the "Dolmen Farming Guide".
However, in contrary to the Fighters Guild skill-line itself, the skills are leveled up by gaining experience from killing any monsters or quests. The killing Undead and Daedra requirement only counts towards the level of the skill-line itself.
The damage numbers of the skills that you see below are used for comparison. The numbers are based on a naked level 50 character without any skills, passives, attributes and champion points allocated. Your damage numbers will change depending on what gear, skills, attributes, champion points, enchantments or buffs your character has.
Ultimate abilities | ||
---|---|---|
Dawnbreaker
Dawnbreaker |
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. | |
Dawnbreaker of Smiting
Dawnbreaker of Smiting |
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.
Increases the damage and stuns enemies hit. |
|
Flawless Dawnbreaker
Flawless Dawnbreaker |
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.
After activating, your Weapon and Spell Damage is increased. |
Scribing abilities |
Torchbearer
Torchbearer |
Conjure an imbued torch and sweep the area in front of you three times with its power. | Active abilities |
Silver Bolts
Silver Bolts |
Fire a Dawnguard Vampire Hunter's crossbow bolt to strike an enemy, dealing 2090 Physical Damage. | |
Silver Leash
Silver Leash |
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.
Decrease the range and damage, increases the cost, but pulls the enemy to you, attempts to taunt them, and snares them. |
|
Silver Shards
Silver Shards |
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.
Fires additional bolts at other enemies near the initial target for less damage. |
|
Circle of Protection
Circle of Protection |
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%. | |
Ring of Preservation
Ring of Preservation |
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.
The rune now heals allies inside for the duration, but the rune lasts half as long. |
|
Turn Evil
Turn Evil |
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.
Enemies in the initial area upon activation are feared. |
|
Expert Hunter
Expert Hunter |
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. | |
Camouflaged Hunter
Camouflaged Hunter |
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.
While slotted, dealing Critical Damage from the flank of an enemy grants Minor Berserk. |
|
Evil Hunter
Evil Hunter |
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 active, your non Ultimate Fighters Guild abilities have increased damage. Increases the radius of the reveal. |
|
Trap Beast
Trap Beast |
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. | |
Barbed Trap
Barbed Trap |
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.
Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect. |
|
Lightweight Beast Trap
Lightweight Beast Trap |
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.
The trap can be thrown up to 28 meters away. Reduces the cost as the ability ranks up. |
Passive abilities |
Intimidating Presence
Intimidating Presence |
Allows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%. | |
Slayer
Slayer |
Increases your Weapon and Spell Damage by 3% for each Fighters Guild ability slotted. | |
Banish the Wicked
Banish the Wicked |
You generate 3 Ultimate whenever you kill an enemy. | |
Skilled Tracker
Skilled Tracker |
Your Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves. | |
Bounty Hunter
Bounty Hunter |
Allows you to accept bounty quests from the Fighters Guild in Cyrodiil. |