Duelist

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Duelist
Level 20 Human
Duelist
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%
Block Power 20
Control Res. 33%
Fortitude 0%
Dodge Chance 33%
Move Res. 33%

Offensive stats
Crit Chance 15%
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
Accuracy 110%
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

SkillBasic StatsDescription
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.
Seize the Initiative
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
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
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
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
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
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