Duelist

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Duelist
Level 20 Human
Duelist
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%
Pain Res. 0%
Block Power 30
Control Res. 33%
Dodge Chance 40%
Move Res. 33%

Offensive stats
Crit Chance 25%
Counter Chance 60%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 115%
Fumble Chance 5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 30%

Attributes
STR: 15
AGL: 20
PRC: 15
VIT: 10
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 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

SkillBasic StatsDescription
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.
Seize the Initiative
Seize the Initiative
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Applies the target with -20% Dodge Chance and -20% Block Chance until the next turn and delivers a strike to its least protected body part with +25% Accuracy and -25% Fumble Chance.

If the strike does damage, activates "Seized Initiative" for 2 :

+5% Accuracy
-5% Fumble Chance
-10% Cooldown Duration
-10% Skills Energy Cost

Also applies the target with "Initiative Loss" for 2 turns, which penalizes the same stats.

Damaging strikes and shots prolong the duration of both effects by 1 turn.
"Initiative Loss" can only be active on one target at a times.

Grants the skill +1 Range (if equipped with a spear) or sets its Range to that of the weapon (if equipped with a ranged weapon).
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.
Onrush
Onrush
Type:
Target Object
Range:
4
Energy:
20
Cooldown:
8
Modified by:
Strength, Agility, Perception
- Requires one-handed sword
Performs a Charge towards the target and delivers a strike with +20% Damage and +20% Armor Penetration.

If the strike does damage, applies the target with -10% Bleed Resistance and +10% Damage Taken for 4 turns.
Dash
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
Deflect
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.
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.

Possible Loot

Weapons

Bags

See also