Difference between revisions of "Robber Baron (Two-Handed Sword)"

From Stoneshard wiki
Jump to navigation Jump to search
Line 4: Line 4:


==Skills==
==Skills==
{{Skill_list|Heroic Charge|Parry|Arc Cleave| Seize the Initiative|Feint Swing|Adrenaline Rush|Thirst for Battle}}
{{SkillTable/head|enemy skills=1}}
{{SkillTable/row|Heroic Charge}}
{{SkillTable/row|Parry}}
{{SkillTable/row|Arc Cleave}}
{{SkillTable/row|Seize the Initiative}}
{{SkillTable/row|Feint Swing}}
{{SkillTable/row|Adrenaline Rush}}
{{SkillTable/row|Thirst for Battle}}
{{SkillTable/end}}


==Possible Loot==
==Possible Loot==

Revision as of 05:28, 4 January 2023


This article is a stub. You can help Stoneshard wiki by expanding it.


Robber Baron
Level 20 Human
Robber Baron (Two-Handed Sword)
Health: 200
Energy: 60

Damage
40 Slashing

Protection
Head 22
Body 28
Arms 22
Legs 22

Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -25%

Defensive stats
Block Chance 20%
Bleed Res. 50%
Pain Res. 25%
Block Power 25
Control Res. 50%
Fortitude 0%
Dodge Chance -25%
Move Res. 40%

Offensive stats
Crit Chance 10%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 7
Crit Efficiency ×1
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 100%
Fumble Chance 12%
Stagger Chance 50%
Magic Power 100%
Armor Pen. 35%
Bodypart Dmg 35%

Attributes
STR: 20
AGL: 14
PRC: 12
VIT: 14
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 200

Show moreShow less
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 lands.

Skills

SkillBasic StatsDescription
Heroic Charge
Heroic Charge
Attack / Charge
Type:
Target Object
Range:
3
Energy:
24
Cooldown:
16
Performs a charge towards the target and delivers a strike with +80% Stagger Chance.

Each tile traveled with the charge grants the strike +10% Weapon Damage and +5% Crit Chance.
Parry
Parry
Maneuver
Type:
No Target
Energy:
12
Cooldown:
8
Activates "Parry" for 2 turns:

+25% Block Chance
+25% Max Block Power
+50% Counter Chance

Fully replenishes Block Power

While "Parry" is active, each blocked strike reduces the skill's cooldown by 2 turns and grants +20% Block Power Recovery for 3 turns, and each counter grants +5% Crit Chance for 5 turns.

The effect stacks up to 3 times.
Arc Cleave
Arc Cleave
Attack
Type:
Target Area
Range:
1
Energy:
18
Cooldown:
14
Delivers a strike to five adjacent tiles with +25% Weapon Damage, +70% Stagger Chance, and +50% Bleed Chance.

Reduces the ability tree's cooldowns by 3 turns for each enemy within the skill's area of effect and replenishes 5% Max Energy for each enemy that is Staggered by the strike.
Seize the Initiative
Seize the Initiative
Attack
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 turns:

+5% Accuracy
-5% Fumble Chance
-10% Cooldowns 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 time.

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).
Feint Swing
Feint Swing
Skill with name "Feint Swing" does not exist.

Add it to Skill data or fix the Skill name.
Skill with name "Feint Swing" does not exist.

Add it to Skill data or fix the Skill name.
Adrenaline Rush
Adrenaline Rush
Maneuver
Type:
No Target
Energy:
10
Cooldown:
60
Replenishes 13% Max Energy, decreases Pain by -15%, and activates "Adrenaline Rush" for 3 turns(+2 turns for each enemy within 3 tiles):

-30% Damage Taken
-50% Skills Energy Cost
+50% Energy Restoration
+25% Crit Chance
+50% Pain Resistance
Each turn reduces all Cooldowns by 1 turn.

The effect's duration and the amount of reduced pain increase with missing Health.
Thirst for Battle
Thirst for Battle
Maneuver
Type:
No Target
Energy:
24
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.

Killing an enemy prolongs the effect's duration by 2 turns.

The first strike received on the same turn as using the skill is guaranteed to trigger a counter.

Possible Loot

Weapons

Bags

See also