Dual Wielding (skill tree)

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

This page shows all Dual Wielding Skills.

Become a deadly berserker, learning every trick of fighting with a weapon in each hand.

Main focus:
High Damage, Survivability


Dual Wielding 2 weapons have the following penalty:

Main Hand Efficiency         -25%
Off-Hand Efficiency          -50%
Skills/Spells Energy Cost    +20%
Cooldown Duration            +25%
Fumble Chance                +7.5%


SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Flurry of Strikes
Flurry of Strikes
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
12
- Requires dual weapons
Delivers two dual strikes with -25% Hands Efficiency.

Each missed or fumbled strike grants -5% Hands Efficiency for the next turn.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Deflect
Deflect
Type:
No Target
Energy:
10
Cooldown:
8
Modified by:
Strength
- Requires dual weapons
Fully replenishes Block Power, grants +100% Block Chance and +5 Block Power for each adjacent enemy for 1 turn.

Each blocked attack grants +5% Hands Efficiency, +10% Counter Chance for 2 turns, and replenishes 25% Block Power.

Each fully blocked attack reduces Weaponry and this ability tree skills' active Cooldowns by 1 turn.

The skill's cooldown is reduced by 1 turn for each missing 15% Health.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Dual Wielding Training
Dual Wielding Training
- Requires dual weapons
Using Weaponry skills performs an attack with a weapon in another hand.

If the equipped weapons belong to the same type, grants +5% Crit Chance and -5% Fumble Chance for 2 turns.
If the equipped weapons belong to different types, grants +10% Off-Hand Efficiency and +10% Counter Chance for 2 turns.

Passive bonus:
-5% Skills Energy Cost
Dying Fervor
Dying Fervor
- Requires dual weapons
Grants +15% Hands Efficiency when Health is below 50%.
Additionally grants +10% Crit Chance and +10% Counter Chance when Health is below 35%.

Passive bonus:
+5% Bleed Resistance
Treatise II
Enough for Everyone
Enough for Everyone
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
6
- Requires dual weapons
Delivers a strike, applying the target with "Enough for Everyone", then grants +5% Hands Efficiency and +10% Counter Chance for the duration of the effect.

As long as the marked target occupies an adjacent tile, the attacker will deliver a strike to it each time they use a basic attack or a Weaponry skill against a different enemy.

The effect persists until the target's death.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree

Hidden bonus:
+15% Accuracy
Concentration
Concentration
Type:
No Target
Energy:
10
Cooldown:
10
- Requires dual weapons
Activates the following effect for 12 turns:

+5% Hands Efficiency
+5% Accuracy
-5% Fumble Chance

Using Weaponry skills grants 1 stack of the effect (up to 4 stacks).
Using this ability tree's skills reduces the number of stacks by 1.

Killing enemies prolongs the duration of the effect by 2 turns.
Doesn't count as a Stance.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Berserk Tradition
Berserk Tradition
- Requires dual weapons
Grants:

-0.3% Damage Taken for each missing percent of Health
+2% Crit Chance for 10 turns for each missed or fumbled strike
+0.5% Weapon Damage for each percent of Pain
+5% Dodge Chance for each degree of Injury
+1.5% Counter Chance for 10 turns for each received attack
+10% Crit Efficiency for each adjacent enemy

Passive bonus:
+2.5% Hand Efficiency
Treatise III
Whirlwind
Whirlwind
Type:
Target Object
Range:
1
Energy:
24
Cooldown:
20
Modified by:
Strength
- Requires dual weapons
Delivers a strike with +80% Stagger Chance, with 150% chance swaps places with the target, then grants -5% Hands Efficiency and +10% Dodge Chance for 2 turns.

This move repeats itself with random adjacent targets until the Efficiency for one of the hands reaches 30%.

Passive bonus:
-2.5% Cooldowns Duration for this ability tree
Unstoppable
Unstoppable
- Requires dual weapons
If the target affected by "Enough for Everyone" dies, replenishes 20% Max Energy, and the effect is transferred to a random enemy adjacent to the character.
Passive bonus:
+5 Max Energy
More Blood!
More Blood!
- Requires dual weapons
Killing an enemy grants +10% Hands Efficiency, -50% Abilities Energy Cost for 3 turns, and also reduces this ability tree's active Cooldowns by 4 turns and Weaponry skills' active Cooldowns by 2 turns.
Passive bonus:
+5% Crit Chance


Page last edited during patch: 0.8.0.0