Class record
Duelist
Striker / Defender
- Tier
- 3
- Difficulty
- 3 / 5
- Main role
- Striker
- Secondary role
- Defender
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend on Athletics, Deception, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 Fitness, Cunning or Presence.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus, Power or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Duelist
The duelist, like the fencer it builds on, is a 1v1 expert and off-tank on the battlefield. With deflect missiles, they gain some defense against ranged attacks.
Riposte II is a more defensive version of the original riposte. Where the fencer traded the RP they saved from the Parry ability into damage, with Riposte II the duelist can dish out heavy attacks while sitting on all their RP still. It does cost mana, so it's nothing something that should be used after every Parry.
Duelist Blow is a powerful tool in 1v1s, but since the benefit disappears when forced to use RP against other targets it may be hard to use in fights against multiple enemies unless you can find isolated those 1v1s.
Forward Momentum is a simple and cheap ability that helps with that. It's best used with light attacks if the target still has RP remaining. A few attacks and the duelist can fight the target without interruptions.
The Climax Art: Endless Waltz has the potential for a ton of attacks. It's especially strong against enemies out of RP, against who it may repeat until they are dead. Against grunts, it can still be powerful although less consistent. The first attack would remove their RP, while the second would deal damage. Of course, bad rolls can happen and the ability may end early.

