Robber Baron (Two-Handed Mace)
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Robber Baron
Level 20 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
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Robber Baron
Level 20 Human
Health: 200
Energy: 60
Damage
38 Crushing
Protection
Head 24
Body 28
Arms 22
Legs 22
Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -25%
Defensive stats
Block Chance 15%
Bleed Res. 50%
Pain Res. 25%
Bleed Res. 50%
Pain Res. 25%
Block Power 25
Control Res. 50%
Fortitude 0%
Control Res. 50%
Fortitude 0%
Dodge Chance -25%
Move Res. 40%
Move Res. 40%
Offensive stats
Crit Chance 15%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 60%
Life Leech 0%
Vision 7
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 60%
Life Leech 0%
Vision 7
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 60%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 60%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 95%
Fumble Chance 16%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 60%
Bodypart Dmg 30%
Fumble Chance 16%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 60%
Bodypart Dmg 30%
Attributes
STR: 22
AGL: 12
PRC: 12
VIT: 14
WIL: 10
Miscellaneous
Faction: Brigand
Size: medium
XP: 200
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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 land. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Unstoppable Force | Attack Type: Target Area Range: 1 Energy: 12 Cooldown: 8 | Delivers a strike to three adjacent tiles with +75% Knockback Chance and +75% Armor Damage. Grants -15% Skills Energy Cost for 3 turns for each target that is knocked back by the strike. The effect stacks up to 2 times. If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2-3 turns cooldown. |
Mighty Swing | Maneuver Type: No Target Energy: 6 Cooldown: 1 | Activates "Mighty Swing" for the next turn: +50% Weapon Damage +75% Stagger Chance +25% Stun Chance +50% Bodypart Damage +50% Armor Damage -200% Counter Chance |
Mighty Kick | Attack Type: Target Object Range: 1 Energy: 8 Cooldown: 5 | Deals 11 Crushing Damage with +115% Stagger Chance and 60% Knockback Chance (the damage is affected by the equipped boots' protection). Applies the target with -30% Max Block Power, -15% Control Resistance and -15% Move Resistance for the 3 turns. The effect stacks up to 2 times. |
Adrenaline Rush | Maneuver Type: No Target Energy: 10 Cooldown: 60 | Replenishes 13% Max Energy, decreases Pain by -15%, and activates "Adrenaline Rush" for 3 turns(+2 turns for each enemy within 3 tiles): -30% Damage Taken -50% Skills Energy Cost +50% Energy Restoration +25% Crit Chance +50% Pain Resistance Each turn reduces all Cooldowns by 1 turn. The effect's duration and the amount of reduced pain increase with missing Health. |
Skull Crusher | Attack / Charge Type: Target Object Range: 2 Energy: 18 Cooldown: 12 | Performs a Charge towards the target and delivers a strike to its head with +50% Stun Chance and +30% Bodypart Damage. If affected by "Mighty Swing", grants the strike +75% Stagger Chance and +75% Immobilization Chance. |
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. |
Possible Loot
Weapons
Food
See also