Difference between revisions of "Turncoat (Two-Handed Mace)"

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==Possible Loot==
==Possible Loot==
Weapons
Weapons
*[[Reinforced Warclub]]
 
* (100%) [[Reinforced Warclub]]
 
Jewelry
 
* (2%) Tier 1-2 [[Rings|Ring]] or [[Amulets|Amulet]]
 
Consumables
 
* (5%) Dice, [[Splint]], [[Bandage]], [[Bread]], [[Lockpicks|Lockpick]], [[Mead]], [[Flatbread]], [[Cheese]], [[Goat Cheese]], [[Roasted Sinewy Meat]], [[Apple]], [[Pear]]


Bags
Bags
*[[Purse]] with few [[Crowns]]
 
* (10%) [[Purse]] (1-10g)


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

Latest revision as of 00:38, 29 December 2024


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Turncoat
Level 8 Human
Turncoat (Two-Handed Mace)
Health: 100
Energy: 90

Damage
19 Crushing

Protection
Head 4
Body 8
Arms 4
Legs 4

Resistances
Physical 15%
Slashing 15%
Piercing 15%
Crushing 15%
Rending 15%

Defensive stats
Block Chance 0%
Bleed Res. 15%
Pain Res. 0%
Block Power 0
Control Res. 5%
Fortitude 0%
Dodge Chance 5%
Move Res. 5%

Offensive stats
Crit Chance 5%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 15%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 15%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 80%
Fumble Chance 20%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 30%
Bodypart Dmg 10%

Attributes
STR: 12
AGL: 12
PRC: 10
VIT: 12
WIL: 8

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

Show moreShow less
Some guards eventually come to a conclusion that robbing is more profitable than protecting others from being robbed.
Disambig.png For other uses, see Turncoat.
Some guardsmen eventually come to a conclusion that robbing is more profitable than protecting others from being robbed.

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 +70% 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

Possible Loot

Weapons

Jewelry

Consumables

Bags

See also