Robber Baron (Two-Handed Sword)

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Robber Baron (Two-Handed Sword)
Tier 5 Human
Robber Baron (Two-Handed Sword)
Health: 180
Energy: 110

Damage
41 Slashing

Protection
Head 20
Body 20
Arms 18
Legs 18

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

Miscellaneous
Faction: Brigand
Size: medium
XP: 375

Show more
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 lands.

Skills

SkillBasic StatsDescription
Heroic Charge
Heroic Charge
Attack / Charge
Type:
Target Object
Range:
3
Energy:
26
Cooldown:
24
Performs a charge towards the target and delivers a strike with +90% 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:
18
Cooldown:
10
Activates "Parry" for 3 turns:

+20% Block Chance
+10% Max Block Power
+20% 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 +3% Crit Chance for 5 turns.

The effect stacks up to 3 times.
Arc Cleave
Arc Cleave
Attack
Type:
Target Area
Range:
1
Energy:
20
Cooldown:
20
Delivers a strike to five adjacent tiles with +20% Weapon Damage, +60% Stagger Chance, and +40% Bleed Chance.

Reduces the ability tree's cooldowns by 1 turns for each enemy hit by the strike and replenishes 5% Max Energy for each enemy Staggered by the strike.
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 +10% Accuracy and -10% 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).
Feint Swing
Feint Swing
Skill with name "Feint Swing" does not exist.

Add it to Skill data or fix the Skill name.
Skill with name "Feint Swing" does not exist.

Add it to Skill data or fix the Skill name.
Adrenaline Rush
Adrenaline Rush
Maneuver
Type:
No Target
Energy:
20
Cooldown:
60
Replenishes 10% Max Energy, grants -20% Pain, and activates "Adrenaline Rush" for 5 turns:

-5% Damage Taken
-10% Skills Energy Cost
+10% Energy Restoration
+5% Crit Chance
+10% Pain Resistance
III stacks: reduces all Cooldowns by 1 turn.
VI stacks: replenishes 4% Max Health if the current Health is below 40%

Grants and extra stack of the effect (up to VI) for each enemy within Vision upon activating it.
Adjacent enemies are counted twice.

The effect's duration and the amount of reduced Pain and replenished Energy increase with missing Health.
Thirst for Battle
Thirst for Battle
Maneuver
Type:
No Target
Energy:
30
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.

Critical strikes and shots prelong the effect's duration by 1 turn (up to 8.

The first strike received on the same turn as using the skill is guaranteed to trigger a counter.

Possible Loot

Weapons

Bags

See also


Page last edited during patch: 0.8.0.19 | Data Page last updated in: 0.9.2.3