Difference between revisions of "Henchman (Axe)"

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==Possible Loot==
==Possible Loot==
Weapons
Weapons
*[[Peasant Hatchet]]
*[[Felling Axe]]
*[[Hunter Hatchet]]


Armor
* (100%) Tier 1-2 [[Axes|Axe]]
*[[Board Shield]]
* (100%) Tier 1-2 [[Shields|Shield]]
*[[Oaken Shield]]
*[[Round Shield]]


Jewelry


Valuable
* (2%) Tier 1-2 [[Rings|Ring]] or [[Amulets|Amulet]]
*[[Gaming Dice]]
 
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
Henchman (Axe)
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%
Block Power 19
Control Res. 5%
Fortitude 0%
Dodge Chance 4%
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
Crit Efficiency ×1.05
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%

Attributes
STR: 12
AGL: 9
PRC: 9
VIT: 12
WIL: 9

Miscellaneous
Faction: Brigand
Size: medium
XP: 45

Show moreShow less
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

SkillBasic StatsDescription
Cut Through
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
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
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