Difference between revisions of "Paymaster"

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(→‎Skills: Removed Against All Odds. Added Fight to the Death, Inner Reserves and Disengage. Reorganised skill order to match in-game inspected page)
(→‎Possible Loot: Filled Possible Loot with the power of savescum)
Line 20: Line 20:
==Possible Loot==
==Possible Loot==
Weapons
Weapons
TODO
 
* [[Longsword]]
 
Medicine
 
* [[Antitoxin]]
* [[Healing Salve]]
 
Books
 
* [[Warfare Treatise II]]
* [[Two-Handed Swords Treatise II]]
 
Beverages
 
* [[Brandy]]
 
Food
 
* [[Smoked Ham]]
 
Bags
 
* [[Purse]] with few [[Crowns]]


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

Revision as of 08:52, 23 December 2023


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Paymaster
Level 20 Human
Paymaster
Health: 180
Energy: 100

Damage
45 Slashing

Protection
Head 3
Body 12
Arms 10
Legs 10

Resistances
Physical 25%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
Nature 20%
Fire 20%
Frost 20%
Shock 10%
Poison 20%
Caustic 20%

Defensive stats
Block Chance 33%
Bleed Res. 45%
Pain Res. 25%
Block Power 30
Control Res. 20%
Fortitude 0%
Dodge Chance 65%
Move Res. 30%

Offensive stats
Crit Chance 10%
Counter Chance 40%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 10
Crit Efficiency ×1
Bleed Chance 75%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 120%
Fumble Chance 10%
Stagger Chance 75%
Magic Power 100%
Armor Pen. 45%
Bodypart Dmg 60%

Attributes
STR: 18
AGL: 20
PRC: 12
VIT: 10
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 500

Show moreShow less
When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.
When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.

Skills

SkillBasic StatsDescription
Hewing Strike
Hewing Strike
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
10
Delivers a strike to one of the target's hands with +50% Bleed Chance and +20% Bodypart Damage.

If the strike does damage, applies the target with -20% Move Resistance and -20% Bleed Resistance for 3 turns.

The skills' effects are doubled if the target is Staggered.

Successful two-handed sword counters reduce the skill's cooldown by 1 turn.
Heroic Charge
Heroic Charge
Attack / Charge
Type:
Target Object
Range:
3
Energy:
24
Cooldown:
16
Performs a charge towards the target and delivers a strike with +80% Stagger Chance.

Each tile traveled with the charge grants the strike +10% Weapon Damage and +5% Crit Chance.
Parry
Parry
Maneuver
Type:
No Target
Energy:
12
Cooldown:
8
Activates "Parry" for 2 turns:

+25% Block Chance
+25% Max Block Power
+50% Counter Chance

Fully replenishes Block Power

While "Parry" is active, each blocked strike reduces the skill's cooldown by 2 turns and grants +20% Block Power Recovery for 3 turns, and each counter grants +5% Crit Chance for 5 turns.

The effect stacks up to 3 times.
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 +25% Accuracy and -25% 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).
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.
Elusiveness
Elusiveness
Maneuver
Type:
No Target
Energy:
20
Cooldown:
20
Activates 5 stacks of "Elusiveness" for 8 turns:

+5% Dodge Chance
-5% Damage Taken

Each dodge or received fumbled strike reduces the number of stacks.

Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V).

Applies all adjacent enemies with +5% Fumble Chance for 4 turns.
Dead or Alive
Dead or Alive
Maneuver
Type:
Target Object
Range:
10
Energy:
12
Cooldown:
12
Applies the target with an effect that persists until the Paymaster's death.

When attacking the affected target, all Brigands with the Paymaster within their Vision gain:

+10%Accuracy
+15%Armor Penetration
+20% Bodypart Damage
Fight to the Death
Fight to the Death
Passive
Consecutive two-handed sword strikes against the same target grant +10% Stagger Chance and +5% Counter Chance for 5 turns.

Each received strike grants +5% Block Chance and +5% Block Power Recovery for 5 turns.

Both effects stack up to 3 times.
Inner Reserves
Inner Reserves
Passive
Once per 30 turns replenishes 20% Max Energy when Energy drops below 15%.
Disengage
Disengage
Passive
Reduces the chance of triggering attacks of opportunity (from 50% to 25%).

Applies all adjacent enemies with +5% Fumble Chance and -5% Accuracy.

Possible Loot

Weapons

Medicine

Books

Beverages

Food

Bags

See also