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DualWield Ref /32
Dual Wielding
Dual Wielding refers to using two Martial Weapons, one in each hand.
BloodiedBlade
Level: 20 (Max)
Cost: 62 Mana
[AddedAttackTime|Added Attack Time]: +0.50s
Attack Damage: 187%
Requires: Level 90, 86 Str, 86 Dex
Whirl forward and perform two slashing Strikes. Hitting a Parried target causes an explosion of gore that inflicts Bleeding, and consuming a Frenzy Charge to use this Skill causes the explosion from every target Hit. Holding down the Skill places you in [ReadyStance|Ready Stance], or [ReadyStance|Blood Stance] if it inflicted Bleeding.
Cyclone
Level: 20 (Max)
Cost: 49.3 Mana per second
Attack Speed: 330% of base
Attack Damage: 78%
Requires: Level 90, 86 Str, 86 Dex
Channel to spin rapidly, damaging targets around you and moving forward. Overlapping an Elemental Ground Surface takes on that Element, applying the Elemental Ground Surface's Debuff to enemies Hit. Using this Skill from [ReadyStance|Blood or Sand Stances] causes blood waves or sand disks to fly out for the first few seconds of Channelling.
EtherealKnives
Level: 20 (Max)
Cost: 35 Mana
Attack Speed: 75% of base
Attack Damage: 94%
Requires: Level 90, 86 Dex, 86 Int
Requires: Dagger
Flip backwards and throw a fan of daggers, multiple of which can Hit the same target, damaging and Impaling them. Using this Skill from Stealth does not break Stealth or backflip, and throws spectral knives in a tighter spread. The spectral knives do not Hit targets or deal damage, but inflict powerful [SpectralImpale|Spectral Impales].
Haemorrhage
Level: 20 (Max)
Cost: 30 Mana
Attack Speed: 125% of base
Attack Damage: 103%
Requires: Level 90, 86 Str, 86 Dex
Perform a series of three extended slashes that open wounds in your target. Bleeding targets Hit have their Bleeding [Rupture|Ruptured], causing the Bleeding damage to be dealt more quickly. The Final Strike has a longer range, [Rupture|Ruptures] more Bleeding, and is performed immediately if you use this Skill from [ReadyStance|Ready Stance]. Hitting a Bleeding target causes its blood to erupt in an explosion of gore.
Perforate
Level: 20 (Max)
Cost: 29 Mana
Attack Speed: 130% of base
Attack Damage: 140%
Requires: Level 90, 86 Str, 86 Dex
Stab forward three times in rapid succession. The Final Strike in the sequence drills forward, causing rapid additional Hits that inflict Bleeding. Using this Skill from [ReadyStance|Ready Stance] immediately performs the Final Strike, and additionally causes the drill's first Hit against each enemy to release a Blood Nova if you are in [ReadyStance|Blood Stance] or Sand Disks if you are in [ReadyStance|Sand Stance].
SandScour
Level: 20 (Max)
Cost: 54 Mana
[AddedAttackTime|Added Attack Time]: +0.25s
Attack Damage: 218%
Requires: Level 90, 86 Str, 86 Dex
Step backwards and slash forward while flinging sand, Blinding enemies and Heavy Stunning enemies that are Primed for Stun. Consumes a Frenzy Charge if possible to additionally fire Sand Disks. This Skill can be used while using other Skills to interrupt them, and can be held to enter [ReadyStance|Ready Stance] after use, or [ReadyStance|Sand Stance] instead if an enemy was Heavy Stunned or a Frenzy Charge was Consumed.
bruteleapslam
strength, grants_active_skill, Attack, AoE, Melee, Slam, Travel, Payoff
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
bruteheavystrike
strength, grants_active_skill, Attack, AoE, Melee, Strike, Physical
Strike with a forceful blow, knocking enemies back and weakening their Armour.
bruteearthquake
strength, grants_active_skill, Attack, AoE, Melee, Slam, Duration
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
brutesunder
strength, grants_active_skill, Attack, AoE, Melee, Slam, Duration, Payoff
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
bruteearthshatter
strength, grants_active_skill, Attack, AoE, Melee, Slam, Duration
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
bruteboneshatter
strength, grants_active_skill, Attack, AoE, Melee, Strike
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
brutevolcanicfissure
strength, grants_active_skill, Attack, AoE, Melee, Slam, Sustained, Fire, Duration
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
brutedoubleslam
strength, grants_active_skill, Attack, AoE, Melee, Slam
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
bruteperfectstrike
strength, grants_active_skill, Attack, AoE, Melee, Strike, Fire, Channelling
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
brutemoltenblast
strength, grants_active_skill, Attack, AoE, Projectile, Fire
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
brutehammerofthegods
strength, grants_active_skill, Attack, AoE, Melee, Slam, Duration, Conditional
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
brutehammerofthegods
grants_active_skill, Attack, AoE, Melee, Slam, Duration, Conditional
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
brutestampede
strength, grants_active_skill, Attack, AoE, Melee, Slam, Duration, Travel
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
dualwieldsworddefaultskill
grants_active_skill, Attack, AoE, Melee, Strike
Strike with your Swords.
dualwieldaxedefaultskill
grants_active_skill, Attack, AoE, Melee, Strike
Strike with your Axes.
dualwieldmacedefaultskill
grants_active_skill, Attack, AoE, Melee, Strike
Strike with your Maces.
dualwieldclawdefaultskill
grants_active_skill, Attack, AoE, Melee, Strike
Strike with your Claws.
twohanddaggerdefaultskill
grants_active_skill, Attack, AoE, Melee, Strike
Strike with your Daggers.
warriorforgehammer
strength, grants_active_skill, Attack, AoE, Melee, Slam, Fire, Duration
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
brutesunder
strength, intelligence, grants_active_skill, Attack, Shapeshift, Bear, AoE, Melee, Slam, Duration, Payoff
20% increased Accuracy Rating while Dual Wielding
3% increased Movement Speed while Dual Wielding
Sceptres
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip.

Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.

Claw Attacks are commonly fast and cause Bleeding.
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.

Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
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