Difference between revisions of "Henchman (Axe)"
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Henchman
Tier 2 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
(→Skills) |
FistJuicer (talk | contribs) |
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==Possible Loot== | ==Possible Loot== | ||
Weapons | Weapons | ||
* (100%) Tier 1-2 [[Axes|Axe]] | |||
* (100%) Tier 1-2 [[Shields|Shield]] | |||
*[[ | |||
*[[ | |||
Jewelry | |||
* (2%) Tier 1-2 [[Rings|Ring]] or [[Amulets|Amulet]] | |||
*[[ | |||
Consumables | |||
* (5%) Dice, [[Splint]], [[Bandage]], [[Bread]], [[Mead]], [[Flatbread]], [[Roasted Sinewy Meat]], [[Apple]], [[Pear]] | |||
Misc | |||
* (10%) 2-10 coin | |||
== See also == | == See also == |
Revision as of 00:49, 29 December 2024
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Henchman
Tier 2 Human

Health: 90
Energy: 75
Damage
19 Slashing
Protection
Head 0
Body 4
Arms 1
Legs 1
Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%
Defensive stats
Block Chance 11%
Bleed Res. 10%
Pain Res. 0%
Bleed Res. 10%
Pain Res. 0%
Block Power 19
Control Res. 5%
Fortitude 0%
Control Res. 5%
Fortitude 0%
Dodge Chance 4%
Move Res. 15%
Crit Avoidance 0%
Move Res. 15%
Crit Avoidance 0%
Offensive stats
Crit Chance 3%
Counter Chance 3%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 3%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 15%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 15%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 70%
Fumble Chance 24%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%
Fumble Chance 24%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%
Attributes
STR: 12
AGL: 9
PRC: 9
VIT: 12
WIL: 9
Miscellaneous
Faction: Brigand
Size: medium
XP: 45
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The bandits who manage to stay alive long enough to earn their cronies' respect eventually become henchmen to the gang's leader.
“ | Bandits that manage to stay alive long enough to earn their cronies' respect become henchman to their leader. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Cut Through | Attack Type: Target Object Range: 1 Energy: 10 Cooldown: 8 | Applies the target with -15% Block Chance and -20% Max Block Power for 3 turns. Then delivers a strike with +15% Weapon Damage, +20% Armor Penetration, and +30% Armor Damage. Each Bleeding and degree of Injury affecting the target grants the strike additional +15% Weapon Damage. |
Raise Shield | Maneuver Type: No Target Range: 1 Energy: 8 Cooldown: 10 | Activates "Raise Shield" for 3 turns: +10% Block Chance +15% Max Block Power -200% Dodge Chance The bonus to Block Chance depends on the equipped shield's Block Chance. If equipped with a light shield, replenishes 20% Max Block Power, grants the effect +10% Counter Chance, and doesn't penalize Dodge Chance. If equipped with a heavy shield, grants +10% Energy Restoration for 3 turns. |
Dash | Charge Type: Target Tile Range: 4 Energy: 26 Cooldown: 20 | Performs a charge towards the targeted tile. Grants the skill -1 Range for each adjacent enemy(down to 2 range. If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns. |
Possible Loot
Weapons
Jewelry
Consumables
Misc
- (10%) 2-10 coin
See also
Page last edited during patch: 0.9.1.0 | Data Page last updated in: 0.9.2.3
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