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%
Cooldown Duration            +15%
Fumble Chance                +5%

Skill List

SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Flurry of Strikes
Flurry of Strikes
Attack
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
11
- Requires dual weapons
Delivers two dual strikes with -25% Hands Efficiency.

Grants +5% Hands Efficiency for 2 turns for each succesful strike delivered with the skill.

The effect stacks up to 4 times.
Dual Wielding Training
Dual Wielding Training
Passive
- Requires dual weapons
Using Attack skills (except Athletics skills) also delivers a strike with a weapon in another hand.

If the equipped weapons belong to the same type, using Attack skills grants +5% Crit Chance and -5% Fumble Chance for 3 turns.

If the equipped weapons belong to different types, grants +10% Off-Hand Efficiency, and using Attack skills grants +7.5% Counter Chance for 3 turns.

Both effects stacks up to 2 times.
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.
Dying Fervor
Dying Fervor
Passive
- Requires dual weapons
Grants +15% Hands Efficiency when Health is below 60%.
Additionally grants +15% Crit Chance and +15% Counter Chance when Health is below 40%.
Treatise II
Enough for Everyone
Enough for Everyone
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
4
- Requires dual weapons
Applies the target with "Enough for Everyone" and delivers a strike.

If there's more than one adjacent enemy, each target with this effect grants:

+5% Hands Efficiency
+10% Counter Chance
+10% Dodge Chance
-10% Damage Taken

While the target affected by "Enough for Everyone" is adjacent, basic strikes and using Attack skills against other enemies will deliver a basic attack to it as well.

The effect remains active until the target's death and while equipped with dual weapons.
Concentration
Concentration
Maneuver
Type:
No Target
Energy:
12
Cooldown:
11
- Requires dual weapons
Activates "Concentration" for 12 turns:

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

Using Weaponry Attack skills grants an extra stack of the effect (up to IV stacks).
Using the ability tree's Attack skills reduces the number of stacks by 2.

Killing enemies prolongs the duration of the effect by 2 turns.
Berserk Tradition
Berserk Tradition
Passive
- 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 (the effect stacks up to 5 times)
+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 (the effect stacks up to 5 times)
+10% Crit Efficiency for each adjacent enemy
Treatise III
Unstoppable
Unstoppable
Passive
- Requires dual weapons
If a target affected by "Enough for Everyone" dies, replenishes 10% Max Health and 25% Max Energy, then applies the effect a random adjacent target.
Whirlwind
Whirlwind
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
30
Cooldown:
27
Modified by:
Strength
- Requires dual weapons
Delivers a strike with +25% Stagger Chance, with 150% chance swaps places with the target, and grants -10% Hands Efficiency until the next turn.

Then procceds delivering strikes with the same effects and penalties to random adjacent targets until either Main Hand Efficiency or Off-Hand Efficiency reaches 30%.

Consecutive "Whirlwind" strikes against the same target grant additional -20% Hands Efficiency until the next turn.
More Blood!
More Blood!
Passive
- Requires dual weapons
Killing enemies grants +10% Hands Efficiency, -50% Abilities Energy Cost for 3 turns and also reduces this ability tree's active Cooldowns by 4 turns and cooldowns of all Attack skills by 2 turns.


Page last edited during patch: 0.8.1.8