Difference between revisions of "Daggers (skill tree)"

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'''{{C|Orange|Crit Effect:}}'''<br>
'''{{C|Orange|Crit Effect:}}'''<br>
{{C|+|+50%}} Crit Efficiency
{{C|+|+50%}} Crit Efficiency <br>
Burn {{C|Energy|10%}} of the target's Max Energy (but no more than {{C|Energy|20}} Energy)
Burn {{C|Energy|10%}} of the target's Max Energy (but no more than {{C|Energy|25}} Energy)




==Skill List==
==Skill List==
{{SkillTable/head|passive bonus=1}}
{{SkillTable/head}}
{{SkillTable/subtitle|Treatise I}}
{{SkillTable/subtitle|Treatise I}}
{{SkillTable/row|Quick Hands}}
{{SkillTable/row|Quick Hands}}

Latest revision as of 19:49, 14 December 2023

Disambig.png This article is about a skill tree. For the corresponding weapon class, see Daggers.

Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all Dagger skills.

Debilitate your opponents with a flurry of lighting-fast, excruciatingly painful strikes.

Main focus:
Bleeding, Weakening Effect

Crit Effect:
+50% Crit Efficiency
Burn 10% of the target's Max Energy (but no more than 25 Energy)


Skill List

SkillBasic StatsDescription
Treatise I
Quick Hands
Quick Hands
Passive
- Requires a dagger
Dagger strikes reduce the ability tree's cooldowns by 1 turn.

Switching to a loadout with an equipped dagger grants +25% Counter Chance and +10% Crit Chance for 3 turns.

The effect doesn't stack.
Double Lunge
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.
Gaping Wound
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.
From the Shadows
From the Shadows
Passive
- Requires a dagger
The first dagger strike against a target applies them with +25% Damage Taken for 2 turns.

Grants daggers strikes against unaware targets +25% Weapon Damage and +25% Armor Penetration.

Thrown daggers deal 50% more Damage.
Treatise II
Deadly Trick
Deadly Trick
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
12
Modified by:
Strength, Agility, Perception
- Requires a dagger
With 150% chance swaps places with the target.

If the swap is successful, grants +15% Counter Chance and +25% Bleed Chance for 2 turns.

Then delivers a strike with +15% Weapon Damage, +90% Stagger Chance, +10% Crit Chance, and +100% Energy Drain.
Weakening Jabs
Weakening Jabs
Passive
- Requires a dagger
Damaging dagger strikes apply their target with -5% Weapon Damage and +7.5% Cooldowns Duration for 5 turns.

The effect stacks up to 4 times.
Painful Stabs
Painful Stabs
Stance
Type:
No Target
Energy:
10
Cooldown:
10
- Requires a dagger
Activates "Painful Stabs" for 12 turns:

+5% Crit Chance
+10% Crit Efficiency
+10% Bodypart Damage
+15% Bleed Chance

Using the ability tree's skills grants an extra stack of the effect (up to IV).

Basic dagger strikes prolong the effect's duration by 1 turn (up to 15), but reduce its number of stacks.

Only one Stance effect can be active at a time.
Treatise III
Counterattack Mastery
Counterattack Mastery
Passive
- Requires a dagger
Dagger strikes grant +5% Counter Chance for 5 turns.

The effect stacks up to 4 times.

Grants dagger counters +25% Weapon Damage.
Danse Macabre
Danse Macabre
Passive
- Requires a dagger
Critical dagger strikes grant +5% Dodge Chance for 8 turns and applies their target with +5% Damage Taken and -5% Bleed Resistance for 8 turns

The effect stacks up to 4 times.
Coup de Grace
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.

Page last edited during patch: 0.8.1.8