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

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(→‎Skills: Added Battle-Forged, Push the Falling and Setup. Reorganised skill order to match in-game inspected page)
(→‎Possible Loot: Filled Possible Loot with the power of savescum)
 
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
*[[Brynn Vermouth]]
*[[Smoked Ham]]
Bags
 
* [[Purse]] with few [[Crowns]]


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

Latest revision as of 21:43, 31 December 2023


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

Damage
38 Crushing

Protection
Head 24
Body 28
Arms 22
Legs 22

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

Defensive stats
Block Chance 15%
Bleed Res. 50%
Pain Res. 25%
Block Power 25
Control Res. 50%
Fortitude 0%
Dodge Chance -25%
Move Res. 40%

Offensive stats
Crit Chance 15%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 60%
Life Leech 0%
Vision 7
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 60%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 95%
Fumble Chance 16%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 60%
Bodypart Dmg 30%

Attributes
STR: 22
AGL: 12
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 land.

Skills

SkillBasic StatsDescription
Mighty Swing
Mighty Swing
Maneuver
Type:
No Target
Energy:
6
Cooldown:
1
Activates "Mighty Swing" for the next turn:

+50% Weapon Damage
+75% Stagger Chance
+25% Stun Chance
+50% Bodypart Damage
+50% Armor Damage
-200% Counter Chance
Skull Crusher
Skull Crusher
Attack / Charge
Type:
Target Object
Range:
2
Energy:
18
Cooldown:
12
Performs a Charge towards the target and delivers a strike to its head with +50% Stun Chance and +30% Bodypart Damage.

If affected by "Mighty Swing", grants the strike +75% Stagger Chance and +75% Immobilization Chance.
Unstoppable Force
Unstoppable Force
Attack
Type:
Target Area
Range:
1
Energy:
12
Cooldown:
8
Delivers a strike to three adjacent tiles with +75% Knockback Chance and +75% Armor Damage.

Grants -15% Skills Energy Cost for 3 turns for each target that is knocked back by the strike.

The effect stacks up to 2 times.

If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2-3 turns cooldown.
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.
Flexible Defense
Flexible Defense
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
16
Cooldown:
16
Delivers a strike to three adjacent tiles with -60% Weapon Damage and +120% 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
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
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
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
Push the Falling
Passive
Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with melee 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
Setup
Passive
Skipping a turn or using Stances and Maneuvers grants +10% Accuracy, -10% Damage Taken, and -10% Abilities Energy Cost for 2 turns.

Possible Loot

Weapons

Medicine

Books

Beverages

Food

Bags

See also