Daggers (skill tree)

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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 20 Energy)


Skill List

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

Switching to a loadout with an equipped dagger grants +25% Counter Chance and +10% Crit Chance for 3 turns.
Double Lunge
Double Lunge
Type:
Target Object
Range:
1
Energy:
15
Cooldown:
10
Modified by:
Strength, Agility, Perception
- Requires a dagger
Delivers two strikes with +25% Weapon Damage and +15% Bodypart Damage.

If this skill kills its target or both strikes connect, the Cooldown is reduced by 3 turns.
Gaping Wound
Gaping Wound
Type:
Target Object
Range:
1
Energy:
18
Cooldown:
12
Modified by:
Strength, Agility, Perception
- Requires a dagger
Delivers a strike with +20% Armor Penetration and +65% Bleed Chance.

If the enemy is Injured or Bleeding, applies Gaping Wound for 10 turns:

+33% Abilities Energy Cost.
-33% Cooldowns Duration
+10% Damage Taken
Using Abilities has 50% chance to open Bleeding.
From the Shadows
From the Shadows
- Requires a dagger
The first dagger strike against a target applies them with +25% Damage Taken for 5 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
Type:
Target Object
Range:
1
Energy:
20
Cooldown:
12
Modified by:
Strength, Agility, Perception
- Requires a dagger
With 150% chance swaps places with the target.

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

Then delivers a strike with +20% Weapon Damage, +75% Stagger Chance, and +10% Crit Chance, and 100% Energy Drain.
Weakening Jabs
Weakening Jabs
- Requires a dagger
Damaging dagger strikes apply their target with -5% Damage and +7.5% Cooldowns Duration for 5 turns.
The effect stacks up to 4 times.
Painful Stabs
Painful Stabs
Type:
No Target
Energy:
13
Cooldown:
10
- Requires a dagger
Stance skill. Activates "Painful Stabs" for 6 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 stacks).

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

Only one Stance can be active at a time.
Treatise III
Counterattack Mastery
Counterattack Mastery
- Requires a dagger
Dagger attacks grant +5% Counter Chance for 5 turns.
The effect stacks up to 4 times.

Grants dagger counters +25% Weapon Damage.
Danse Macabre
Danse Macabre
- Requires a dagger
Critical hits with daggers 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
Type:
Target Object
Range:
1
Energy:
23
Cooldown:
12
Modified by:
Strength, Agility, Perception
- Requires a dagger
Delivers a strike to the target's body or head with +20% Armor Penetration and +15% Bodypart Damage for each turn of Bleeding affecting the target, and +1.8% Weapon Damage for each missing percent of its Health.

If this strike kills its target, it doesn't take a turn, and the attacker gains +25% Crit Chance for 4 turns.

Page last edited during patch: 0.8.0.27