Difference between revisions of "Heavy Crossbowman"
Jump to navigation
Jump to search
Heavy Crossbowman
Tier 5 Human
Damage
Protection
Resistances
Miscellaneous
(Created page with "{{stub}} <div style='float: right'>{{{{{1|Tooltip hover box}}}|title={{Enemy}}}}</div> {{Quote|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== {{Skill list|Seize the Initiative|Suppression|Taking Aim}} ==Possible Loot== Weapons *Brigand Blade *War Crossbo...") |
FistJuicer (talk | contribs) |
||
(5 intermediate revisions by 3 users not shown) | |||
Line 5: | Line 5: | ||
==Skills== | ==Skills== | ||
{{ | {{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 | ||
*[[ | *(100%) Tier 3-4 [[Crossbows|Crossbow]] | ||
*[[ | *(100%) Tier 3-4 [[Swords|Sword]] | ||
*(100%) Tier 3-4 [[Shields|Shield]] | |||
Jewelry | |||
*[[ | *(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

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
Skill | Basic Stats | Description |
---|---|---|
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 | 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 | 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 | 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 | 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 | 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
- (8%) Healing Salve, Herbal Extract, Splint, Bandage, Bread, Lockpick, Mead, Flatbread, White Fish or Apple
Books
Bags
- (5%) Crude Bolt Quiver
- (2.5%) Leather Bolt Quiver
- (1%) Reinforced Bolt Quiver
- (5%) Purse (5-20g)
See also
Page last edited during patch: 0.9.1.0 | Data Page last updated in: 0.9.2.3
|