Karishal is a Legendary Minmatar commander. This template is used by NPC fleets and cannot be recruited.
Although officially considered a hero by today’s Tribal Republic, Captain Karishal Muritor was condemned as a mutineer and rebel by the Parliamentary Republic that constituted the old government of the Minmatar. Muritor’s rebellion and formation of the Defiants was to set him on a path to his death at the hands of a Minmatar Republic fleet, followed by his elevation as a symbol for Minmatar freedom fighters everywhere. Since the establishment of a Tribal Republic by Sanmatar Maleatu Shakor, the memory of Muritor has been completely rehabilitated. His acts of mutiny and rebellion are considered totally justified in light of the infiltration of the Parliamentary Republic by Amarr agents, and the events of the Starkmanir rediscovery and Minmatar Invasion of the Amarr Empire.
Biography
Attributes
Attribute
Level 1
Per Level
Level 50
Data Rate
81
0
81
Offense
150
3.73
332.77
Tactics
302
7.53
670.97
Level 50 is the level 1 value plus 49 levels of growth, before equipment, Homebase Structures and allocated attribute points. Squad Capacity is the same for every commander, see Commander Progression.
Mastery Rating
A+Vanguard
BAssault
A+Artillery
CSiege
ACarrier
The Mastery Rating is how well the commander leads each fleet type (Fleet Proficiency). In battle the rating for the fleet's type scales the fleet's attributes: A+ 120%, A 100%, B 85%, C 70%, D 50%.
Formation Mastery
Encirclement 5%, Assault 5%. When the fleet this commander leads uses one of these formations, each ship and commander in the fleet with mastery in it adds 5%, and all of them get that total on their basic attributes, up to 15%. Other formations give no bonus.
Skills
A commander has three Talent Bars. Each tree holds a main skill (up to level 15) and a sub skill (up to level 7). Talent Bars 2 and 3 each offer two trees, and you can only select one talent from the same Talent Bar. Talent Bars 2 and 3 must be unlocked first.
Before your Lead Commander initiating actions, there is a 65% chance to deal 1 instance of Kinetic damage and 1 instance of Energy damage to an enemy wing (DMG Rate: 43% to 85%1, 39% to 77%2 respectively). This damage is affected by the total number of effective “Repairs” received by all wings on both sides. Upon activation of this skill, the accumulative Repairs count will be reset.
Level Values
Level
Value 1
Value 2
1
43%
39%
2
46%
41%
3
49%
44%
4
52%
47%
5
55%
50%
6
58%
52%
7
61%
55%
8
64%
58%
9
67%
61%
10
70%
64%
11
73%
66%
12
76%
69%
13
79%
72%
14
82%
75%
15
85%
77%
Universal StructureCommand
Increases repair amount received by all wings on both sides by 11% to 21.9%1.
Inflicts Harmful Repairs on all enemy wings (40% to 80%1 chance to turn received repairs into damage, this is actual damage that is not affected by damage resistance) for 2 turns, non-stackable
Level Values
Level
Value 1
1
40%
2
42.8%
3
45.7%
4
48.5%
5
51.4%
6
54.2%
7
57.1%
8
60%
9
62.8%
10
65.7%
11
68.5%
12
71.4%
13
74.2%
14
77.1%
15
80%
Lead Commander FatiguePassive
40% to 80%1 chance to inflict Short Circuit on enemy Lead Commander for 1 turn when Harmful Repairs has been triggered .
Deals one instance of Energy damage to an enemy wing (DMG Rate: 42% to 84%1, influenced by Tactics), then your Lead Commander also deals one instance of Kinetic damage to an enemy wing (DMG Rate: 46% to 92%2, influenced by Offense of the Lead Commander).
Level Values
Level
Value 1
Value 2
1
42%
46%
2
45%
49%
3
48%
52%
4
51%
56%
5
54%
59%
6
57%
62%
7
60%
66%
8
63%
69%
9
66%
72%
10
69%
76%
11
72%
79%
12
75%
82%
13
78%
86%
14
81%
89%
15
84%
92%
UncontrollablePassive
35% to 70%1 chance to inflict Neural Shutdown on enemy Lead Commander for 1 turn when Armed Resistance has finished taking effects.