Duelist
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Duelist
Level 20 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
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Duelist
Level 20 Human

Health: 125
Energy: 150
Damage
24 Slashing
Protection
Head 11
Body 15
Arms 6
Legs 8
Resistances
Physical 33%
Slashing 33%
Piercing 33%
Crushing 33%
Rending 33%
Shock -20%
Defensive stats
Block Chance 25%
Bleed Res. 50%
Control Res. 33%
Bleed Res. 50%
Control Res. 33%
Block Power 30
Pain Res. 0%
Move Res. 33%
Dodge Chance 40%
Pain Res. 0%
Move Res. 33%
Dodge Chance 40%
Offensive stats
Crit Chance 25%
Accuracy 115%
Counter Chance 60%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Magic Power 100%
Accuracy 115%
Counter Chance 60%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 50%
Fumble Chance 5%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 30%
Bleed Chance 50%
Fumble Chance 5%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 30%
Attributes
STR
AGL
PRC
VIT
WIL
15
20
15
10
10
Miscellaneous
Faction:
Brigand
Brigand
Size:
medium
medium
XP:
130
130
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For some, dueling has little to do with honor and only serves as a means of cruel, blood-pumping entertainment.
“ | For some, duealing has little to do with honor and only serves as a means of cruel, blood-pumping entertainment. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Coup de Grace | Type: Target Object Range: 1 Energy: 16 Cooldown: 12 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers a strike to the torso or head with +1% Armor Penetration and +3% Damage for each remaining turn of Bleeding affecting the enemy and each missing percent of enemy's Health. If this strike kills its target, it doesn't take a turn, and the attacker gains +50% Crit Chance for 4 turns. |
Seize the Initiative | Type: Target Object Range: 1 Energy: 12 Cooldown: 10 | Delivers a strike to the target's least protected body part. A successful hit grants the attacker 2 stacks of "Seized Initiative": +3% Accuracy +3% Counter Chance -3% Fumble Chance -5% Cooldowns Duration The target is applied with 2 stacks of "Initiative Loss", negatively affecting the same stats. When the attacker uses a targeted or an area of effect skill, they gain a stack of "Seized Initiative" and apply a stack of "Initiative Loss" to the target (up to 5 stacks). When these abilities are used by the target, it removes a stack of "Initiative Loss" from itself and a stack of "Seized Initiative" from the attacker. The effect can only be active on one target at a time as long as it's alive, remains within Vision, and isn't fleeing. |
Double Lunge | Type: Target Object Range: 1 Energy: 12 Cooldown: 10 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers two strikes with +15% Damage and +10% Bodypart Damage. If this skill kills its target or both strikes connect, the Cooldown is reduced by 4 turns. |
Onrush | Type: Target Object Range: 4 Energy: 20 Cooldown: 8 Modified by: Strength, Agility, Perception - Requires one-handed sword | Rushes towards the target to deliver a strike with +30% Damage and +30% Armor Penetration. Applies the target -33% Bleed Resistance and +10% Damage Taken for 4 turns. |
Dash | Type: Target Tile Range: 3 Energy: 20 Cooldown: 20 | Performs a dash towards a targeted tile. The skill's Energy Cost is increased by 15% for each enemy adjacent to the starting position. On arrival grants +20% Counter Chance and +20% Dodge Chance for 4 turns if there's an adjacent enemy. |
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. |
Gaping Wound | Type: Target Object Range: 1 Energy: 10 Cooldown: 10 Modified by: Strength, Agility, Perception - Requires a dagger | Delivers a strike with +20% Armor Penetration and +50% 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. |
Possible Loot
Weapons
Bags
See also