Difference between revisions of "Robber Baron (Two-Handed Mace)"
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Robber Baron
Tier 5 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
Lucid Tavi (talk | contribs) (→Skills: Added Battle-Forged, Push the Falling and Setup. Reorganised skill order to match in-game inspected page) |
Lucid Tavi (talk | contribs) (→Possible Loot: Filled Possible Loot with the power of savescum) |
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| Line 20: | Line 20: | ||
Weapons | Weapons | ||
*[[Footman Polehammer]] | *[[Footman Polehammer]] | ||
Medicine | |||
* [[Healing Salve]] | |||
* [[Antitoxin]] | |||
Books | |||
* [[Armored Combat Treatise III]] | |||
* [[Warfare Treatise III]] | |||
* [[Two-Handed Maces Treatise III]] | |||
Beverages | |||
* [[Brynn Vermouth]] | |||
* [[Mannshire Fortified]] | |||
* [[Brandy]] | |||
Food | Food | ||
*[[ | *[[Smoked Ham]] | ||
Bags | |||
* [[Purse]] with few [[Crowns]] | |||
== See also == | == See also == | ||
Revision as of 21:43, 31 December 2023
| This article is a stub. You can help Stoneshard wiki by expanding it. |
Robber Baron
Tier 5 Human
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%
Bleed Res. 50%
Pain Res. 50%
Block Power 28
Control Res. 72%
Fortitude 30%
Control Res. 72%
Fortitude 30%
Dodge Chance -20%
Move Res. 50%
Crit Avoidance 60%
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
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
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%
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
| Skill | Basic Stats | Description |
|---|---|---|
| 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 |
| 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. |
| 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. |
| 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. |
| Flexible Defense | Attack / Maneuver Type: Target Area Range: 1 Energy: 16 Cooldown: 16 | Delivers a strike to three adjacent tiles with -50% Weapon Damage and +100% Stagger Chance. Applies all targets within the skill's area of effect with -20% Weapon Damage, +20% Fumble Chance and -5% Accuracy for 2 turns. If equipped with a light chestpiece, grants additional +1 turn to the applied penalties' duration. If equipped with a heavy chestpiece, replenishes +5% Max Energy and grants +10% Energy Restoration for 4 turns for each enemy within the skill's area of effect. |
| Unyielding Defense | Maneuver Type: Target Tile Range: 1 Energy: 14 Cooldown: 10 | Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns: +10% to all body parts' Protection (no less than 1) +10% Control Resistance +3% Block Power Recovery +5% Block Chance or +5% Dodge Chance (the priority is given to the highest Stat). Each received strike grants an extra stack of the effect (up to V). |
| Battering Ram | Attack / Charge Type: Target Tile Range: 3 Energy: 24 Cooldown: 30 | Performs a charge towards the target and deals 3 Crushing Damage with 100% Accuracy and 100% Stagger Chance. The Damage depends on the equipped chestpiece's Protection. If equipped with a light chestpiece, grants the skill -50% Cooldown Duration and +1 Range and also grants 2.5% Weapon Damage for 2 turns after using the skill. If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 95% Stun Chance. |
| Battle-Forged | Passive | Using Stances and Maneuvers grants -20% Damage Taken until the next turn. If equipped with a light chestpiece, moving to other tiles (Charges and Maneuvers counts as well)) grants +2% Dodge Chance and +2% Counter Chance for 6 turns for each traveled tile. If equipped with a heavy chestpiece, remaining on the same tile grants -3% Energy Cost for 6 turns. Both effects stack up to 5 times. |
| Push the Falling | Passive | Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with strikes replenishes 4% Max Energy. Using "Mighty Kick" against targets with these effects prolongs their duration by 1-2 turns, depending on each individual effect's duration cap. |
| 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
Medicine
Books
Beverages
Food
Bags
See also
Page last edited during patch: 0.8.2.3 | Data Page last updated in: 0.9.3.9
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