Difference between revisions of "Robber Baron (Two-Handed Mace)"
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Robber Baron
Tier 5 Human
Damage
Protection
Resistances
Miscellaneous
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==Skills== | ==Skills== | ||
{{ | {{SkillTable/head|enemy skills=6}} | ||
{{SkillTable/row|Unstoppable Force}} | |||
{{SkillTable/row|Mighty Swing}} | |||
{{SkillTable/row|Mighty Kick}} | |||
{{SkillTable/row|Adrenaline Rush}} | |||
{{SkillTable/row|Skull Crusher}} | |||
{{SkillTable/row|Thirst for Battle}} | |||
{{SkillTable/end}} | |||
==Possible Loot== | ==Possible Loot== | ||
Weapons | Weapons |
Revision as of 00:17, 3 January 2023
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Robber Baron
Tier 5 Human

Health: 180
Energy: 100
Damage
35 Crushing
Protection
Head 22
Body 20
Arms 18
Legs 18
Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -25%
Miscellaneous
Faction: Brigand
Size: medium
XP: 100
Show more
Rather than living off their subjects' taxes, some noblemen find it much more profitable and exciting to put together a gang and start razing neighboring lands.
“ | Rather than living off their subjects' taxes, some noblemen find it much more profitable and exciting to put together a gang and start razing neighboring land. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Unstoppable Force | Attack Type: Target Area Range: 1 Energy: 14 Cooldown: 12 | Delivers a strike to three adjacent tiles with +70% Knockback Chance and +60% Armor Damage. Grants -10% Skills Energy Cost for 3 turns for each target that is knocked back by the strike. The effect stacks up to 3 times. If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2 turns cooldown. |
Mighty Swing | Maneuver Type: No Target Energy: 4 Cooldown: 1 | Activates "Mighty Swing" for 1 turn: +50% Weapon Damage +50% Stagger Chance +25% Stun Chance +50% Bodypart Damage +50% Armor Damage -200% Counter Chance |
Mighty Kick | Maneuver Type: Target Object Range: 1 Energy: 6 Cooldown: 6 | Deals 10 Crushing Damage with 120% Accuracy, 100% Stagger Chance, and 80% Knockback Chance. The damage dealt depends on the equipped boots' Protection. Hitting the target applies it with -30% Max Block Power, -20% Control Resistance, -20% Move Resistance, and -15% Crit Avoidance for 4 turns. The effect stacks up to 2 times. |
Adrenaline Rush | Maneuver Type: No Target Energy: 20 Cooldown: 60 | Replenishes 10% Max Energy, grants -20% Pain, and activates "Adrenaline Rush" for 5 turns: -5% Damage Taken -10% Skills Energy Cost +10% Energy Restoration +5% Crit Chance +10% Pain Resistance III stacks: reduces all Cooldowns by 1 turn. VI stacks: replenishes 4% Max Health if the current Health is below 40% Grants and extra stack of the effect (up to VI) for each enemy within Vision upon activating it. Adjacent enemies are counted twice. The effect's duration and the amount of reduced Pain and replenished Energy increase with missing Health. |
Skull Crusher | Attack / Charge Type: Target Object Range: 2 Energy: 26 Cooldown: 20 | Performs a Charge towards the target and delivers a strike to its head with +50% Stun Chance and +25% Bodypart Damage. If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance. |
Thirst for Battle | Maneuver Type: No Target Energy: 30 Cooldown: 30 | Activates "Thirst for Battle" for 8 turns. Each missing percent of Health grants: +0.5% Weapon Damage +0.25% Crit Chance +0.5% Crit Efficiency +0.33% Life Drain +0.5% Energy Drain The effect's power changes dynamically depending on the current Health. Critical strikes and shots prelong the effect's duration by 1 turn (up to 8. The first strike received on the same turn as using the skill is guaranteed to trigger a counter. |
Possible Loot
Weapons
Food
See also
Page last edited during patch: 0.8.0.19 | Data Page last updated in: 0.9.1.18
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