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

From Stoneshard wiki
Jump to navigation Jump to search
(Added skills and quote)
(Add skill list)
Line 4: Line 4:


==Skills==
==Skills==
{{Skill list|Unstoppable Force|Mighty Swing|Mighty Kick|Adrenaline Rush|Skull Crusher|Thirst for Battle}}
{{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


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


Robber Baron
Tier 5 Human
Robber Baron (Two-Handed Mace)
Health: 200
Energy: 125

Damage
38 Crushing

Protection
Head 22
Body 20
Arms 20
Legs 20

Resistances
Physical 45%
Slashing 45%
Piercing 45%
Crushing 45%
Rending 45%
Shock -25%

Defensive stats
Block Chance 23%
Bleed Res. 50%
Pain Res. 50%
Block Power 28
Control Res. 72%
Fortitude 30%
Dodge Chance -20%
Move Res. 50%
Crit Avoidance 60%

Offensive stats
Crit Chance 23%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 70%
Life Leech 0%
Vision 0
Crit Efficiency ×1.3
Bleed Chance 0%
Daze Chance 70%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 97%
Fumble Chance -3%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 65%
Bodypart Dmg 40%

Attributes
STR: 30
AGL: 11
PRC: 15
VIT: 23
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 300

Show moreShow less
Rather than living off their subjects' taxes, certain noblemen find it more profitable and exciting to put together a gang and begin 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

SkillBasic StatsDescription
Unstoppable Force
Unstoppable Force
Attack
Type:
Target Area
Range:
1
Energy:
14
Cooldown:
12
Delivers a strike to three adjacent tiles with +72% 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
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
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
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
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 +52% Stun Chance and +26% Bodypart Damage.

If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance.
Thirst for Battle
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: 0.9.3.9