Difference between revisions of "Heavy Crossbowman"

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==Skills==
==Skills==
{{Skill list|Seize the Initiative|Suppression|Taking Aim}}
{{SkillTable/head|enemy skills=1}}
{{SkillTable/row|Taking Aim}}
{{SkillTable/row|Suppression}}
{{SkillTable/row|Seize the Initiative}}
{{SkillTable/row|Constant Practice}}
{{SkillTable/row|Shoot to Kill}}
{{SkillTable/row|Setup}}
{{SkillTable/end}}


==Possible Loot==
==Possible Loot==
Weapons
Weapons
*[[Brigand Blade]]
*(100%) Tier 3-4 [[Crossbows|Crossbow]]
*[[War Crossbow]]
*(100%) Tier 3-4 [[Swords|Sword]]
*(100%) Tier 3-4 [[Shields|Shield]]


Armor
Jewelry
*[[Defensive Shield]]
*(3%) Tier 3-4 [[Rings|Ring]] or [[Amulets|Amulet]]
 
Consumables
 
* (8%) [[Healing Salve]], [[Herbal Extract]], [[Splint]], [[Bandage]], [[Bread]], [[Lockpicks|Lockpick]], [[Mead]], [[Flatbread]], [[White Fish]] or [[Apple]]
 
Books
 
* (1%) [[Ranged Weapons Treatise II]]
 
Bags
*(5%) [[Crude Bolt Quiver]]
*(2.5%) [[Leather Bolt Quiver]]
*(1%) [[Reinforced Bolt Quiver]]
*(5%)  [[Purse]] (5-20g)


== See also ==
== See also ==

Latest revision as of 21:25, 28 December 2024


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


Heavy Crossbowman
Tier 5 Human
Heavy Crossbowman
Health: 115
Energy: 100

Damage
33 Piercing

Protection
Head 15
Body 16
Arms 12
Legs 14

Resistances
Physical 30%
Slashing 30%
Piercing 30%
Crushing 30%
Rending 30%
Shock -20%

Miscellaneous
Faction: Brigand
Size: medium
XP: 125

Show more
Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen. After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet.
Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen.

After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet.

Skills

SkillBasic StatsDescription
Taking Aim
Taking Aim
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Activates "Taking Aim" for 1 turn:

+59% Accuracy
+10% Weapon Damage
+1 Range

For each enemy within 4 tiles additionally grants the effect:

+30% Knockback Chance
+30% Immobilization Chance
+30% Stagger Chance

The bonus to Accuracy depends on the number of Ability Points invested into this tree.

Removes the effect if not equipped with a ranged weapon.
Suppression
Suppression
Stance
Type:
No Target
Energy:
14
Cooldown:
10
Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow):

+5% Immobilization Chance
+10% Knockback Chance
+10% Bleed Chance
-5% Cooldowns Duration
-5% Skills Energy Cost

Using this ability tree's skills (except Taking Aim) grants an extra stack of the effect (up to IV).

Basic shots prolong the effect's duration by 1 turn (up to 12), but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.
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 +10% Accuracy and -10% 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).
Constant Practice
Constant Practice
Passive
Reduces the distance penalty to Accuracy (from -2% per tile to -1%).

Reduces the penalties to Accuracy when shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%).

Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -25%) and targets that are 1 tile away (from -25% to -15%).
Shoot to Kill
Shoot to Kill
Passive
Grants all shots +15% Crit Efficiency, +15% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health.

Grants all shots +3% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target.
Setup
Setup
Passive
Skipping a turn, switching to another loadout, or using Stances and Maneuvers grants +5% Accuracy, -5% Damage Taken, and -5% Abilities Energy Cost for 3 turns.

The effect stacks up to 2 times.

Possible Loot

Weapons

Jewelry

Consumables

Books

Bags

See also


Page last edited during patch: 0.9.1.0 | Data Page last updated in: 0.9.2.3