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:
14
Cooldown:
10
- Requires dual weapons
Delivers two dual strikes with -20% Hands Efficiency.

Grants +3% Hands Efficiency for 2 turns for each successful strike delivered with the skill.

The effect stacks up to 4 times.

If all hits are successful, delivers an additional dual strike with the same penalty.
Dual Wielding Training
Dual Wielding Training
Passive
- Requires dual weapons
Using Attack skills (except the ability tree's skills) also delivers a strike with a weapon in another hand.

If the equipped weapons belong to the same type, grants +5% Main Hand Efficiency and -5% Fumble Chance.

If the equipped weapons belong to different types, grants +20% Off-Hand Efficiency when using Attack skills and -10% Cooldowns Duration.
Deflect
Deflect
Maneuver
Type:
No Target
Energy:
8
Cooldown:
8
Modified by:
Strength, Main Hand Efficiency, Off-Hand Efficiency
- Requires dual weapons
Activates "Deflect" until the next turn:

+10 Max Block Power for each enemy within 2 tiles.
+100% Block Chance
Fully replenishes Block Power.

While "Deflect" is active, each blocked strike replenishes 25% Max Block Power, grants +5% Hands Efficiency, and +10% Counter Chance for 3 turns.
Full blocks 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 +20% Hands Efficiency and +3% Crit Chance if Health is below 60%.

Additionally grants +7% Crit Chance, +15% Counter Chance, and +15% Crit Avoidance if Health is below 40%.
Treatise II
Enough for Everyone
Enough for Everyone
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
6
Modified by:
Agility, Perception, Vitality
- 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:
14
Cooldown:
12
- Requires dual weapons
Activates "Concentration" for 12 turns:

+5% Hands Efficiency
+3% Accuracy
-3% Fumble Chance

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

Killing enemies prolongs the effect's duration by 2 turns.
Berserk Tradition
Berserk Tradition
Passive
- Requires dual weapons
Grants:

-0.3% Damage Taken for each missing percent of Health
+4% Crit Chance for 10 turns for each missed or fumbled strike (the effect stacks up to 5 times)
+1% Weapon Damage for each percent of Pain
+10% Dodge Chance for each degree of Injury
+4% Counter Chance for 10 turns for each received strike (the effect stacks up to 5 times)
+15% Crit Efficiency for each adjacent enemy
Treatise III
Unstoppable
Unstoppable
Passive
Modified by:
Vitality, Willpower
- Requires dual weapons
If a target affected by "Enough for Everyone" dies, replenishes 10% Max Health and 25% Max Energy, then delivers a free strike to random adjacent enemy and applies it with the same effect.
Whirlwind
Whirlwind
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
30
Cooldown:
30
Modified by:
Strength, Agility, Perception
- Requires dual weapons
Applies the target with -40% Counter Chance until the next turn, delivers a dual strike with +100% Stagger Chance, and with 130% chance swaps places with the target.

Then proceeds delivering strikes with the same effects to random adjacent targets (the priority is given to new ones) until one of them struck twice.

If this skill kills a target, allows to repeat the strike 2 more times.
More Blood!
More Blood!
Passive
- Requires dual weapons
Killing enemies grants +10% Hands Efficiency, -25% Abilities Energy Cost for 3 turns and also reduces the ability tree's active Cooldowns by 4 turns and cooldowns of all Attack skills by 2 turns.


Page last edited during patch: 0.8.2.3