Duelist
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Duelist
Level 20 Human
Health: 120
Energy: 120
Damage
23 Slashing
Protection
Head 11
Body 14
Arms 6
Legs 8
Resistances
Physical 25%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
Shock -20%
Defensive stats
Block Chance 15%
Bleed Res. 40%
Pain Res. 0%
Bleed Res. 40%
Pain Res. 0%
Block Power 20
Control Res. 33%
Fortitude 0%
Control Res. 33%
Fortitude 0%
Dodge Chance 33%
Move Res. 33%
Move Res. 33%
Offensive stats
Crit Chance 15%
Counter Chance 35%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Counter Chance 35%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 35%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 35%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 110%
Fumble Chance 5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Fumble Chance 5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Attributes
STR: 15
AGL: 20
PRC: 15
VIT: 10
WIL: 10
Miscellaneous
Faction: Brigand
Size: medium
XP: 200
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For some, dueling has little to do with honor and only serves as a means of cruel, blood-pumping entertainment.
“ | For some, duealing has little to do with honor and only serves as a means of cruel, blood-pumping entertainment. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Coup de Grace | Attack Type: Target Object Range: 1 Energy: 18 Cooldown: 12 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers a strike to the target's body or head with +20% Armor Penetration, +15% Bodypart Damage for each turn of Bleeding affecting the target, and +1.5% Weapon Damage for each missing percent of its Health. If this strike kills its target, it doesn't take a turn, and grants +25% Crit Chance for 4 turns. |
Seize the Initiative | Attack Type: Target Object Range: 1 Energy: 14 Cooldown: 10 | Applies the target with -20% Dodge Chance and -20% Block Chance until the next turn and delivers a strike to its least protected body part with +25% Accuracy and -25% Fumble Chance. If the strike does damage, activates "Seized Initiative" for 2 turns: +5% Accuracy -5% Fumble Chance -10% Cooldowns Duration -10% Skills Energy Cost Also applies the target with "Initiative Loss" for 2 turns, which penalizes the same stats. Damaging strikes and shots prolong the duration of both effects by 1 turn. "Initiative Loss" can only be active on one target at a time. Grants the skill +1 Range (if equipped with a spear) or sets its Range to that of the weapon (if equipped with a ranged weapon). |
Double Lunge | Attack Type: Target Object Range: 1 Energy: 12 Cooldown: 10 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers two strikes with +20% Weapon Damage and +10% Bodypart Damage. If this skill kills its target or both strikes deal damage, reduces the skill's Cooldown by 3 turns. |
Onrush | Attack / Charge Type: Target Object Range: 4 Energy: 24 Cooldown: 12 Modified by: Strength, Agility, Perception - Requires one-handed sword | Performs a Charge towards the target and delivers a strike with +20% Weapon Damage and +15% Armor Penetration. If the strike does damage, applies the target with -15% Bleed Resistance and +10% Damage Taken for 4 turns. |
Dash | Charge Type: Target Tile Range: 3 Energy: 20 Cooldown: 20 | Performs a charge towards the targeted tile. Grants the skill +50% Energy Cost for each enemy adjacent. If there are adjacent enemies after using the skill, grants +15% Counter Chance and +15% Dodge Chance for 2 turns. |
Deflect | Maneuver Type: No Target Energy: 14 Cooldown: 11 Modified by: Strength - Requires dual weapons | Activates "Deflect" until the next turn: +15 Max Block Power for each adjacent enemy +100% Block Chance Fully replenishes Block Power. While "Deflect" is active, each blocked strike grants +25% Max Block Power, grants +5% Hands Efficiency, and +10% Counter Chance for 3 turns and, if the strike is fully blocked, also reduces the ability tree's cooldowns and cooldowns of all Attack skills by 1 turn. Reduces the skill's cooldown by 1 turn for each missing 25% of Health. |
Gaping Wound | Attack Type: Target Object Range: 1 Energy: 14 Cooldown: 12 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers a strike with +20% Armor Penetration and +55% Bleed Chance. If the target is Injured or Bleeding, applies it with "Gaping Wound" for 10 turns: +33% Abilities Energy Cost -33% Cooldowns Duration +10% Damage Taken Has 50% chance to start Bleeding after using an ability. |
Possible Loot
Weapons
Bags
See also