Heavy Crossbowman

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Heavy Crossbowman
Tier 5 Human
Heavy Crossbowman
Health: 125
Energy: 90

Damage
33 Piercing

Protection
Head 14
Body 14
Arms 10
Legs 10

Resistances
Physical 33%
Slashing 33%
Piercing 33%
Crushing 33%
Rending 33%
Shock -20%

Miscellaneous
Faction: Brigand
Size: medium
XP: 100

Show more
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

SkillBasic StatsDescription
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).
Suppression
Suppression
Stance
Type:
No Target
Energy:
14
Cooldown:
10
Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow):

+5% Immobilization Chance
+10% Knockback Chance
+10% Bleed Chance
-5% Cooldowns Duration
-5% 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 12), but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.
Taking Aim
Taking Aim
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Activates "Taking Aim" for 1 turn:

+59% Accuracy
+10% Weapon Damage
+1 Range

For each enemy within 4 tiles additionally grants the effect:

+30% Knockback Chance
+30% Immobilization Chance
+30% Stagger Chance

The bonus to Accuracy depends on the number of Ability Points invested into this tree.

Removes the effect if not equipped with a ranged weapon.

Possible Loot

Weapons

Armor

Food

See also


Page last edited during patch: 0.8.0.19 | Data Page last updated in: 0.9.1.18