Heavy Crossbowman
Revision as of 03:04, 15 December 2023 by Lucid Tavi (talk | contribs) (→Skills: Added Constant Practice, Shoot to KIll and Setup. Reorganised skill order to match in-game inspected page)
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Heavy Crossbowman
Level 20 Human
Health: 135
Energy: 80
Damage
28 Piercing
Protection
Head 16
Body 18
Arms 8
Legs 12
Resistances
Physical 35%
Slashing 35%
Piercing 35%
Crushing 35%
Rending 35%
Shock -20%
Defensive stats
Block Chance 0%
Bleed Res. 35%
Pain Res. 0%
Bleed Res. 35%
Pain Res. 0%
Block Power 0
Control Res. 40%
Fortitude 0%
Control Res. 40%
Fortitude 0%
Dodge Chance -10%
Move Res. 35%
Move Res. 35%
Offensive stats
Crit Chance 0%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 50%
Life Leech 0%
Vision 10
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 50%
Life Leech 0%
Vision 10
Crit Efficiency ×1
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 8
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 8
Accuracy 50%
Fumble Chance 0%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 50%
Bodypart Dmg 30%
Fumble Chance 0%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 50%
Bodypart Dmg 30%
Attributes
STR: 12
AGL: 12
PRC: 22
VIT: 12
WIL: 10
Miscellaneous
Faction: Brigand
Size: medium
XP: 200
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Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen. After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet.
“ | Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen.
After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet. |
„ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Taking Aim | Maneuver Type: No Target Energy: 4 Cooldown: 1 | Activates the following effect for the next turn: +60% Accuracy +10% Weapon Damage. For each enemy within 4 tiles additionally grants the effect: +25% Knockback Chance +25% Immobilization Chance +25% Stagger Chance Removes the effect if not equipped with a ranged weapon. |
Suppression | Stance Type: No Target Energy: 10 Cooldown: 10 | Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow): +5% Immobilization Chance +10% Knockback Chance +10% Bleed Chance -10% Cooldowns Duration -10% Skills Energy Cost Using this ability tree's skills (except Taking Aim) grants an extra stack of the effect (up to IV). Basic shots prolong the effect's duration by 1 turn (up to 15), but reduce its number of stacks. Only one Stance effect can be active at a time. |
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 +25% Accuracy and -25% 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). |
Constant Practice | Passive | Reduces the distance penalty to Accuracy (from -2% per tile to -1%). Reduces the penalty to Accuracy from shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%). Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -25%) and targets that are 1 tile away (from -25% to -15%). |
Shoot to Kill | Passive | Grants all shots +20% Crit Efficiency, +25% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health. Grants all shots +5% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target. |
Setup | Passive | Skipping a turn or using Stances and Maneuvers grants +10% Accuracy, -10% Damage Taken, and -10% Abilities Energy Cost for 2 turns. |
Possible Loot
Weapons
Armor
Food
See also