The Warden is a powerful defender of good, combining aspects of the Guardian and Champion. Wearing only Medium armor, they still are very good in the Tank role, making up for their lower armor with higher agility. Their skill and knowledge of their weapons enables them to complete incredible weapon combinations, called Gambits, that can deal extra damage, increase aggro, or even heal themselves.
Two-skill Gambits will get you from level 1 to 13. After 13 you will begin to get three-skill Gambits that will be harder to achieve but much more effective. Four-skill gambits start at 30.
We will only include Gambits for levels 1-20 in this table.
|1||Deft Strike||A powerful blow. High damage.|
|3||The Boot||A powerful kick that interrupts inductions and has a chance to Daze the target. Chance to proc short Daze.|
|8||Offensive Strike||A double attack with increased threat. Strong damage and aggro increase.|
|16||Power Attack||A blow with the full power and skill of the Warden is almost impossible to block. Serious damage plus small DOT.|
|20||Combination Strike||A dual weapon strike.|
|2||Defensive Strike||A weak attack. The Warden concentrates on defense. Increases Block Rating.|
|6||Persevere||A quick thrust forces the enemy away long enough to gain some breathing space. Medium damage and short Heal Over Time.|
|9||Impressive Flourish||Wardens are experts with their chosen weapons. Sometimes their enemies need to be reminded. Light damage, plus light Damage Over Time, plus small HOT.|
|17||Safeguard||A brief respite in battle is all that it takes for a Warden to regain fighting spirit. Moderate damage plus Heal Over Time.|
|18||Shield Up||The Warden takes a defensive posture with shield raised high.|
|4||Goad||Goad nearby enemies to overcome their fear of the warden and attack. Increases aggro (AE).|
|12||Precise Blow||Aiming for your opponent's vulnerable spots will get their attention, even if the blow does not land. This attack has greatly increased threat (aggro).|
|13||War-cry||A bold challenge to the forces of darkness. This attack has increased threat (aggro).|
|19||Brink of Victory||There comes a time when your opponents just know that a Warden cannot be defeated and their morale fades away.|
Troll-kin and the Undead are more susceptible to Light damage!
Forced March - Costs a lot of power to initiate but increases your Out of Combat Run Speed by 25%. This is a great way to cover long distances in your early levels before you get a fast horse. Any Aggro or skill use ends the Forced March and upon ending your Power will be reduced to about 25% making it impossible to instantly restart the skill despite the 1.5s cooldown. There is no duration limit to this skill, you just have to avoid letting it break accidentally.
Muster - Starting at level 28 you begin receiving Muster skills, the first being Muster at Ost Guruth<s>. This will transport you to various important Warden outposts throughout the world but will cost you 3 Traveling Rations<s>. The good news is that Muster skills have no cooldown.