Daggers (skill tree)
Jump to navigation
Jump to search
This article is about a skill tree. For the corresponding weapon class, see Daggers. |
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
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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
|
|
|