
Duelist splash art
The Duelist is the first ever new Hero added to Shattered PD. She is a hero focusing on melee combat. She can perform special attacks with her weapon, which provide extra damage, defensive buffs or mobility. After beating the second boss, she can become the Champion who can equip a secondary weapon and use its special attack alongside the main one or the Monk who gains energy as she fights and can spend it to use defensive or utility abilities.
The Duelist is unlocked by equipping an identified tier 2 weapon with adequate strength. The fastest way to do this is to use a Potion of Strength and to upgrade the weapon using a Scroll of Upgrade.
Characteristics[]
The Duelist can use her equipped weapon to perform a special ability. The attack is determined by the "type" of her weapon (sword, polearm, etc.), more exotic weapons (whip, crossbow) have a unique ability. Any weapon equipped by duelist has charges which are spent on use and replenish over time (just like a wand/Artifact). All abilities cost a single charge.
Rapier | ||
A slim straight sword that offers some protection for less slashing power. Typically this tier-1 melee weapon deals 1-8 damage and requires 10 strength to use properly. This weapon blocks 0-1 damage. The Duelist can lunge with a rapier at an enemy 1 tile away. This moves towards the enemy, deals +50% damage, and is guaranteed to hit. |
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Duelist's starting weapon is a rapier, which is weaker than worn shortsword or dagger, but has a powerful ability.
Weapon abilities[]
The duelist has access to a variety of offensive and support abilities. Offensive abilities perform an attack which cannot miss and has additional benefits. Meanwhile, support abilities grant the Duelist some sort of a buff. Below is the list of abilities and weapons required to perform them.
Cleave[]
Available for: Worn Shortsword, Shortsword, Sword, Longsword, Greatsword
The Duelist can cleave an enemy with a <weapon>. This typically deals X-Y damage and is guaranteed to hit. If cleave kills an enemy it is instantaneous and the Duelist can use cleave again within 5 turns for free.
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This attack deals 3 + weaponLvl
bonus damage for a Worn Shortsword / Shortsword, 4 + weaponLvl
bonus damage for a Sword / Longsword and 3 + weaponLvl
bonus damage for a Greatsword.
Killing the target with this ability grants "cleave tracker" for 5 turns, which makes the next Cleave cost 0 charges.
Cleave | ||
The Duelist is ready to follow up on her previous cleave. The next use of cleave will not cost any weapon ability charge. Turns remaining: X.
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This cannot happen for multiple consequent Cleaves.
Heavy Blow[]
Available for: Handaxe, Mace, Battle Axe, War Hammer
The Duelist can perform a heavy blow with a <weapon>. This concentrated attack typically deals X-Y damage if it surprised the enemy, and dazes them for 5 turns which reduces accuracy and evasion by 50%. Heavy blow always hits but deals regular damage if it does not surprise the enemy.
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This attack deals 4 + 1.5*weaponLvl
bonus damage for a Handaxe, 5 + 1.5*weaponLvl
bonus damage for a Mace / Battle Axe and 6 + 1.5*weaponLvl
bonus damage for a War Hammer as long as it's a surprise attack.
Sneak[]
Available for: Dagger, Dirk, Assassin's Blade
The Duelist can sneak while wielding a <weapon>. This ability lets the Duelist instantly blink up to X tiles away and typically grants her Y turns of invisibility.
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This ability grants 1 + weaponLvl
turns of Invisibility and teleports the Duelist onto a selected tile within reach if she isn't rooted and there isn't any obstacle in the way. The teleport can reach 5 tiles with a Dagger, 4 tiles with a Dirk, and 3 tiles with an Assassin's Blade.
Combo Strike[]
Available for: Studded Gloves, Sai, Stone Gauntlet
The Duelist can perform a combo strike with a stone gauntlet. This attack is guaranteed to hit and typically deals +X damage for each time the Duelist has hit with a regular melee or thrown weapon attack in the last 5 turns.
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This attack deals 2 + 0.5*weaponLvl
bonus damage for Studded Gloves, 3 + 0.67*weaponLvl
bonus damage for a Sai, and 2 + 0.5*weaponLvl
bonus damage for a Stone Gauntlet multiplied by the number of accumulated combo point.
Combo Strike | ||
The Duelist is building combo that can be used to increase the damage of the combo strike ability. Each sucessful attack made with a melee or thrown weapon will count, but not successfully attacking for 5 turns resets this combo. Recent hits: X.Turns until hits are lost: Y.
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Combo Strike combo buildup works similar to Combo buildup for Gladiator. The combo counter always exists, but is only visible when either equipped weapon or secondary weapon (when playing as Champion) has a Combo Strike ability.
Lunge[]
Available for: Rapier, Katana
The Duelist can lunge with a katana at an enemy 1 tile away. This moves toward the enemy, deals X-Y damage, and is guaranteed to hit.
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This attack deals 5 + 1.5*weaponLvl
bonus damage for a Rapier and 8 + 2*weaponLvl
bonus damage for a Katana while moving the Duelist directly to the target.
It has has 1 tile of extra reach, but it can't be used on an enemy directly next to the Hero or when the Hero is rooted.
It also can target a tile outside of Hero's FoV, but if there isn't any enemy on the target tile, the ability has no effect.
Guard[]
Available for: Round Shield, Great Shield
The Duelist can guard herself with a <weapon>, completely negating all physical or magical attacks made against her typically for X turns. Once the Duelist has blocked an attack, attacking back or using magic will end guarding.
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Guarding grants the Duelist infinite evasion for 4 + weaponLvl
turns for a Round Shield and 3 + weaponLvl
turns for a Greatshield.
This negates all enemy attacks, even those with infinite accuracy.
Guarding | ||
The Duelist has readied her shield in anticipation of incoming attacks. Physical or magical attacks made against her will be completely negated. Turns remaining: X.
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The same actions that cancel Invisibility also cancel guarding, but only after the Duelist has been attacked at least once while guarding.
Spike[]
Available for: Spear, Glaive
The Duelist can use the tip of a <weapon> to spike an enemy that is in range but not adjacent. This typically deals X-Y damage, knocks the enemy back, and is guaranteed to hit.
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This attack deals 9 + 2*weaponLvl
bonus damage for a Spear and 12 + 2.5*weaponLvl
bonus damage for a Glaive and pushes the enemy back one tile, closing a door if they stood in it.
The push isn't applied if another on-hit effect (e.i. Elastic enchantment) moved the enemy.
The attack can't be used against an adjancent enemy.
Harvest[]
Available for: Sickle, War Scythe
The Duelist can harvest an enemy with a sickle. This devastating attack is guaranteed to hit and typically deals X damage. This damage is applied as bleeding if the target isn't immune.
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This attack deals no direct damage, but it instead causes the target to bleed for 15 + 2.5*weaponLvl
damage for a Sickle and 30 + 4.5*weaponLvl
damage for a War Scythe.
If the target is immune to bleeding (which is the case for all inorganic creatures), it deals direct damage instead.
Defensive Stance[]
Available for: Quarterstaff
The Duelist can assume a defensive stance with a quarterstaff. This stance takes no time to activate and triples her evasion typically for X turns.
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Defensive Stance | ||
The Duelist is using her quarterstaff to deflect incoming blows and projectiles. As long as she is in this stance, her evasion against all attacks is tripled. Turns remaining: X.
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Sword Dance[]
Available for: Scimitar
The Duelist can perform a sword dance with a scimitar. This stance takes no time to activate and grants the Duelist +60% attack speed and +50% accuracy typically for X turns.
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Sword Dance | ||
The Duelist is making quick momentum based strikes in a sort of dance. While this stance is active, she attacks 60% faster (enough to attack exactly twice a turn with a scimitar) and has +50% accuracy. Turns remaining: X.
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Lash[]
Available for: Whip
The Duelist can lash all enemies around her with a whip. This ability typically deals X-Y damage, attacks all enemies within attack range, and is guaranteed to hit.
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This attack deals no bonus damage, but it hits all enemies within attack range.
Pierce[]
Available for: Pickaxe
The Duelist can pierce an enemy with a pickaxe. This is guaranteed to hit, applies vulnerable for 3 turns, and deals X-Y damage to enemies with rigid skin.
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Enemies with rigid skin include all inorganic and anthropod enemies.
- All inorganic enemies
Runic Slash[]
Available for: Runic Blade
The Duelist can perform a runic slash with a runic blade. This attack is guaranteed to hit and typically has +X% enchantment power.
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This attack deals no bonus damage, but it increases enchantment power.
As such, it's much more likely to proc the enchantment effect.
Below is a weapon level needed for a guaranteed proc of an enchantment with a chance-based effect when the Runic Slash is used.
Enchantment | Required weapon lvl | | | Enchantment | Required weapon lvl |
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Blazing | | | Elastic | ||
Chilling | | | Lucky | ||
Shocking | | | Corrupting | ||
Blocking | | | Grim | ||
Blooming | | | Vampiric |
Spin[]
Available for: Flail
The Duelist can spin a flail to build up power for a short time. Each turn the flail is spun it will typically deal +X damage on its next regular attack, to a max of 3 times. A spinning flail is also guaranteed to hit. Only starting to spin the flail costs a charge.
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Spinning | ||
The Duelist is spinning her flail, building damage for her next regular attack with it. Each spin takes one turn but increases damage, to a max of three spins. The flail is also guaranteed to hit while spinning. Current spins: X.Turns remaining: Y.
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Charged Shot[]
Available for: Crossbow
The Duelist can charge her crossbow, causing her next regular attack with it to always hit and apply one of three effects: melee attacks will knock enemies away, untipped darts will typically deal +X damage, and tipped darts will apply their effect in a 7x7 area and typically last for Y more uses.
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Charged | ||
The Duelist is focusing power into her crossbow. The next attack she makes with it will always hit and apply one of three effects:- Melee attacks will knock enemies a few tiles away.- Untipped darts will deal bonus damage.- Tipped darts will gain extra uses and apply their effect in a 7x7 area. Positive dart effects will only affect allies, and harmful effects will only apply to enemies. The Duelist cannot use this ability to apply positive dart effects to herself.
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Retribution[]
Available for: Greataxe
The Duelist can perform a retribution attack with a greataxe if she is below 50% health. This devastating attack typically deals X-Y damage, is guaranteed to hit, and is instantaneous if it kills an enemy.
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This attack deals 15 + 2*weaponLvl
bonus damage and is instantaneous
Brawler's Stance[]
Available for: Ring of Force
- The Duelist can adopt a brawler's stance with a ring of force. While in this stance the Duelist's regular attacks will use her ring of force even with a weapon equipped. The ring will also inherit the weapon's enchantment and augmentation. Being in this stance causes weapon charges to recharge at half the rate.
when the duelist is in brawlers stance the damage done by the ring is increased by hero level/2
. rounded up. the bonus damage has scaling +1/+1
Energy is shared between all weapons; equiping a different weapon won't change the number of charges available. Maximum number of charges is determined by Hero level. It takes 40 - (maxCharges - currentCharges)
turns to replenish a single charge regardless of weapon or Hero level. Table below shows the charge cap and number of turns to needed to replenish all charges at different levels.
Hero level | 1-3 | 4-6 | 7-9 | 10-12 | 13-15 | 16-18 | 19-21 | 22+ |
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Charge cap | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Turns to full recharge | 114 | 150 | 185 | 219 | 252 | 284 | 315 | 345 |
Generic talents[]
Tier 1[]
Strengthening Meal
Strengthening Meal | ||
+1: Eating food grants the Duelist 2 bonus damage on her next 2 physical attacks.+2: Eating food grants the Duelist 2 bonus damage on her next 3 physical attacks. | ||
Adventurer's Intuition
Adventurer's Intuition | ||
+1: The Duelist identifies weapons 2.5x faster and armor 1.75x faster.+2: The Duelist identifies weapons when she equips them and armor 2.5x faster. | ||
Patient Strike
Patient Strike | ||
+1: If the Duelist waits before performing a melee attack, she will deal 1-2 bonus damage.+2: If the Duelist waits before performing a melee attack, she will deal 2 bonus damage. | ||
Agressive Barrier
Agressive Barrier | ||
+1: The Duelist gains 3 shielding when she uses a weapon ability and is below 40% health.+2: The Duelist gains 3 shielding when she uses a weapon ability and is below 60% health. If this talent is gained by a different hero it will instead grant shielding when making a melee attack at low health, with a 50 turn cooldown. |
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Tier 2[]
Focused Meal
Focused Meal | ||
+1: Eating food takes the Duelist 1 turn and grants her 1 weapon charge.+2: Eating food takes the Duelist 1 turn and grants her 1.5 weapon charge. If this talent is gained by a different hero it will instead grant bonus damage to their next attack equal to their level/3 at +1, or level/2 at +2. |
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Liquid Agility
Liquid Agility | ||
+1: The Duelist has 4x evasion while drinking or throwing a potion.+2: The Duelist has infinite evasion while drinking or throwing a potion. This evasion bonus lasts for 1 additional turn when using potions of strength, experience, mastery, or divine inspiration. |
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Weapon Recharging
Weapon Recharging | ||
+1: The Duelist gains one primary weapon charge every 10 turns when under the effect of wand or artifact recharging buffs. +2: The Duelist gains one primary weapon charge every 6 turns when under the effect of wand or artifact recharging buffs. If this talent is gained by a different hero it will instead cause them to deal +5% melee damage while recharging at +1, or +7.5% melee damage while recharging at +2. |
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Lethal Haste
Lethal Haste | ||
+1: When the Duelist lands a killing blow with a weapon ability, she gains 2 turns of haste.+2: When the Duelist lands a killing blow with a weapon ability, she gains 3 turns of haste. If this talent is gained by a different hero it will instead trigger with regular weapon attacks, with a 100 turn cooldown. |
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Swift Equip
Swift Equip | ||
+1: The Duelist can switch her equipped weapon instantly one time, with a 30 turn cooldown.+2: The Duelist can switch her equipped weapon instantly twice within 5 turns, with a 30 turn cooldown. If the Duelist has this talent and it is not on cooldown, quick-using an unequipped weapon will equip it. |
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Tier 3[]
Precise Assault
Precise Assault | ||
+1: When the Duelist uses a weapon ability, she gains 2x accuracy on her next melee attack within 5 turns.+2: When the Duelist uses a weapon ability, she gains 4x accuracy on her next melee attack within 5 turns.+3: When the Duelist uses a weapon ability, she gains 8x accuracy on her next melee attack within 5 turns. If this talent is gained by a different hero it will instead increase overall accuracy by 10% at +1, 20% at +2, or 30% at +3. |
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Deadly Followup
Deadly Followup | ||
+1: When the Duelist hits an enemy with a thrown weapon, she will deal 8% more melee damage to them for 5 turns.+2: When the Duelist hits an enemy with a thrown weapon, she will deal 16% more melee damage to them for 5 turns.+3: When the Duelist hits an enemy with a thrown weapon, she will deal 24% more melee damage to them for 5 turns. | ||
Tier 4[]
Heroic Energy
Heroic Energy | ||
+1: The hero's armor ability has a 13% reduced charge cost.+2: The hero's armor ability has a 24% reduced charge cost.+3: The hero's armor ability has a 34% reduced charge cost.+4: The hero's armor ability has a 43% reduced charge cost. | ||
Subclasses[]
Champion[]
Champion can equip a secondary weapon and instantly swap it with her primary weapon whenever she wants. While the Duelist only performs regular attacks with her primary weapons, she is able to use the ability of both her primary and secondary weapon. Secondary slot has its own separate charge meter which functions just like the main one (explained above). However, it can hold half as many charges and recharges at half the speed.
Subclass talents[]
Secondary Charge
Secondary Charge | ||
+1: The chapmion's secondary weapon charge speed and charge cap are increased to 58% of her primary, from 50%. +2: The chapmion's secondary weapon charge speed and charge cap are increased to 67% of her primary, from 50%. +3: The chapmion's secondary weapon charge speed and charge cap are increased to 75% of her primary, from 50%. |
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Twin Upgrades
Twin Upgrades | ||
+1: If the weaker of the two Champion's equipped weapons is 2 or more tiers lower than the strpnger one, it is boosted to the stronger weapon's level. +2: If the weaker of the two Champion's equipped weapons is 1 or more tiers lower than the strpnger one, it is boosted to the stronger weapon's level. +3: If the weaker of the two Champion's equipped weapons is the same tier or lower than the strpnger one, it is boosted to the stronger weapon's level. |
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Combined Lethality
Combined Lethality | ||
+1: If the champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy below 13% HP. +2: If the champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy below 27% HP. +3: If the champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy below 40% HP. |
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Monk[]
The Monk builds up energy by striking her enemies, which she can use to perform a number of abilities focused mostly around utility and defense.
Subclass abilities[]
Flurry of Blows
- Two instant strikes that deal X-Y damage and ignore armor. This ability has no cooldown if the Monk just successfully attacked an enemy.
- Costs 1 energy
Focus
- The monk takes a turn to focus, letting her parry the next physical attack made against her within 30 turns.
- Costs 2 energy
Dash
- An instant dash up to 3 tiles away. This ability can go over hazards, but not through enemies or walls.
- Costs 3 energy
Dragon Kick
- A devastating kick that deals X-Y damage and ignores armor. The kick knocks the target away and paralyzes them for each tile they travel.
- Costs 4 energy
Meditate
- The Monk focuses energy into her body for 5 turns. This clears most negative effects and grants her 8 turns of wand and artifact recharging.
- Costs 5 energy
- The recharging effect begins after the meditation ends.
The damage dealt by abilities scales with the Monk's strength.
Subclass talents[]
Unencumbered Spirit
Unencumbered Spirit | ||
+1: The Monk gains 40% more energy for each piece of tier 3 or lower equipment she is wearing. +2: The Monk gains 80% more energy for each piece of tier 2 or lower equipment she is wearing. +3: The Monk gains 120% more energy for each piece of tier 1 equipment she is wearing. She also gains a free cloth armor and studded gloves. |
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Monastic Vigor
Monastic Vigor | ||
+1: If the Monk has 100% energy, her monk abilities are empowered. +2: If the Monk has 85% or more energy, her monk abilities are empowered. +3: If the Monk has 70% or more energy, her monk abilities are empowered. When empowered: - Flurry applies your weapon's enchantment - Focus is instantaneous - Dash gains +3 range - Dragon Kick deals +50% damage and applies its knock back and stun effect to all adjacent enemies - Meditate slowly heals 20% of missing HP and grants 80% damage resistance. |
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Combined Energy
Combined Energy | ||
+1: If the Monk uses a weapon ability and a 4+ energy monk ability successively, she regains 33% of her spent energy and resets her ability cooldown. +2: If the Monk uses a weapon ability and a 3+ energy monk ability successively, she regains 50% of her spent energy and resets her ability cooldown. +3: If the Monk uses a weapon ability and a 2+ energy monk ability successively, she regains 33% of her spent energy and resets her ability cooldown. |
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Class armor abilities[]
Challenge[]
Challenge | ||
The Duelist challenges a nearby enemy to a duel. That enemy is compelled to fight her while all other enemies are temporarily frozen in time.The target must be reachable and within 5 tiles of the Duelist. The duel lasts until 10 turns pass, the enemy dies, or the Duelist is more than 5 tiles away from the enemy.Frozen enemies are invulnerable. The Duelist's allies are not frozen by this ability, but if a boss is targeted its minions will not be frozen either. Charge Cost: 35 |
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Ability talents[]
Close the Gap
Close the Gap | ||
+1: The Duelist blinks up to two tiles toward her target when starting a duel. +2: The Duelist blinks up to three tiles toward her target when starting a duel. +3: The Duelist blinks up to four tiles toward her target when starting a duel. +4: The Duelist blinks up to five tiles toward her target when starting a duel. |
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Invigorating Victory
Invigorating Victory | ||
+1: If the Duelist defeats her target before the duel ends, she heals for 5 HP plus 30% of the damage she took during the duel. +2: If the Duelist defeats her target before the duel ends, she heals for 10 HP plus 50% of the damage she took during the duel. +3: If the Duelist defeats her target before the duel ends, she heals for 15 HP plus 65% of the damage she took during the duel. +4: If the Duelist defeats her target before the duel ends, she heals for 20 HP plus 75% of the damage she took during the duel. |
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Elimination Match
Elimination Match | ||
+1: If the Duelist challenges again within 3 turns of a duel ending, that challenge has a 16% reduced charge cost. +2: If the Duelist challenges again within 3 turns of a duel ending, that challenge has a 30% reduced charge cost. +3: If the Duelist challenges again within 3 turns of a duel ending, that challenge has a 40% reduced charge cost. +4: If the Duelist challenges again within 3 turns of a duel ending, that challenge has a 50% reduced charge cost. |
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Elemental Strike[]
Elemental Strike | ||
The Duelist strikes an enemy or location, performing a regular attack that's guaranteed to hit and spreading a magical effect that travels up to 3 tiles in a 65 degree cone. This magical effect varies based on the enchantment on the Duelist's primary weapon. No enchantment An elemental strike with no enchantment will release a small burst of magic, dealing 6-12 damage to all enemies in range. Enchanted Blazing: An elemental strike with a blazing enchantment spreads fire to every tile in range, which lasts 8 turns. Blocking: An elemental strike with a blocking enchantment grants the Duelist an extra 6 shielding for each enemy in range. Blooming: Blooming weapons contain magic which will cause vegetation to sprout on or around those struck by them. Chilling: Enemies struck with this enchantment are chilled, slowing their movement and attacks. Kinetic: An elemental strike with a kinetic enchantment applies 40% of stored damage to each enemy in range, except the primary target. Corrupting: An elemental strike with a corrupting enchantment has a 5-25% chance (based on missing HP) to corrupt each enemy in range, except the primary target. Elastic: An elemental strike with an elastic enchantment knocks all enemies in range back 5 tiles. Grim: An elemental strike with a grim enchantment has a 6-30% chance (based on missing HP) to kill each enemy in range, except the primary target. Lucky: An elemental strike with a lucky enchantment has a 12.5% chance to spawn loot under each enemy in range. This effect can only trigger once per enemy. Projecting: An elemental strike with a projecting enchantment deals 30% damage to each enemy in range, except the primary target. Shocking: An elemental strike with a shocking enchantment spreads electricity to every tile in range, which lasts 8 turns. Unstable: An elemental strike with an unstable enchantment applies a random enchantment effect to each enemy in range, except the primary target. Vampiric: An elemental strike with a vampiric enchantment heals the Duelist for 2.5 HP for each enemy in range. Cursed Annoying: An elemental strike with an annoying curse has a 20% chance to amok each enemy in range for 6 turns. Dazzling: An elemental strike with a dazzling curse has a 50% chance to blind each enemy in range for 6 turns. Displacing: An elemental strike with a displacing curse has a 50% chance to teleport each enemy in range. Explosive: An elemental strike with an explosive curse has a 50% chance to cause an explosion to appear on a random enemy in range. Friendly: An elemental strike with a friendly curse has a 50% chance to charm each enemy in range for 6 turns. Polarized: An elemental strike with a polarized curse has a 50% chance to deal 24-36 damage to each enemy in range. Sacrificial: An elemental strike with a sacrificial curse causes the hero and each enemy in range to bleed for 12 HP. Wayward: An elemental strike with a wayward curse has a 50% chance to hex each enemy in range for 6 turns. Charge Cost: 25 |
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Ability talents[]
Elemental Reach
Elemental Reach | ||
+1: Elemental strike's range is increased to 4 tiles from 3, and its width is increased to 75 degrees from 65. +2: Elemental strike's range is increased to 5 tiles from 3, and its width is increased to 85 degrees from 65. +3: Elemental strike's range is increased to 6 tiles from 3, and its width is increased to 95 degrees from 65. +4: Elemental strike's range is increased to 7 tiles from 3, and its width is increased to 105 degrees from 65. |
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Striking Force
Strining Force | ||
+1: The power of elemental strike's effect is increased by 30%. +2: The power of elemental strike's effect is increased by 60%. +3: The power of elemental strike's effect is increased by 90%. +4: The power of elemental strike's effect is increased by 120%. |
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Direct Power
Direct Power | ||
+1: The direct attack from elemental strike gains +30% enchantment power for each enemy in range of elemental strike's effect, including the attack target. +2: The direct attack from elemental strike gains +60% enchantment power for each enemy in range of elemental strike's effect, including the attack target. +3: The direct attack from elemental strike gains +90% enchantment power for each enemy in range of elemental strike's effect, including the attack target. +4: The direct attack from elemental strike gains +120% enchantment power for each enemy in range of elemental strike's effect, including the attack target. |
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Feint[]
Feint | ||
The Duelist fakes an attack while dashing to an adjacent tile, leaving behind a momentary afterimage of herself. Enemies that were attacking the Duelist will attack her afterimage instead. Enemies that attack the afterimage become confused, which cancels their next action and leaves them open to a surprise attack. Charge Cost: 50 |
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Ability talents[]
Feigned Retreat
Feigned Retreat | ||
+1: If an enemy attacks the Duelist's afterimage, she gains 2 turns of haste. +2: If an enemy attacks the Duelist's afterimage, she gains 4 turns of haste. +3: If an enemy attacks the Duelist's afterimage, she gains 6 turns of haste. +4: If an enemy attacks the Duelist's afterimage, she gains 8 turns of haste. |
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Expose Weakness
Expose Weakness | ||
+1: Enemies that attack the Duelist's afterimage become vulnerable for 2 turn. +2: Enemies that attack the Duelist's afterimage become vulnerable for 4 turns. +3: Enemies that attack the Duelist's afterimage become vulnerable for 6 turns. +4: Enemies that attack the Duelist's afterimage become vulnerable for 8 turns. |
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Counter Ability
Counter Ability | ||
+1: If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume 0.5 fewer charges. +2: If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume 1 fewer charge. +3: If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume 1.5 fewer charges. +4: If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume 2 fewer charges. |
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