Paymaster

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Paymaster
Tier 4 Human
Paymaster
Health: 150
Energy: 90

Damage
36 Slashing

Protection
Head 2
Body 9
Arms 10
Legs 10

Resistances
Physical 20%
Slashing 20%
Piercing 20%
Crushing 20%
Rending 20%
Shock -10%

Miscellaneous
Faction: Brigand
Size: medium
XP: 320

Show more
When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.
When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.

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.
Elusiveness
Elusiveness
Maneuver
Type:
No Target
Energy:
16
Cooldown:
24
Activates 5 stacks of "Elusiveness" for 6 turns:

+6% Dodge Chance
-3% Damage Taken

Each dodge as well as recieved fumbled strikes and shots prelong the effect's duration by 1 turn (up to 6) but reduce its number of stacks.

Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V).

Applies all adjacent enemies with +10% Fumble Chance for 4 turns.

The effect doesn't stack.
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.
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).
Dead or Alive
Dead or Alive
Maneuver
Type:
Target Object
Range:
10
Energy:
12
Cooldown:
12
Applies the target with an effect that persists until the Paymaster's death.

When attacking the affected target, all Brigands with the Paymaster within their Vision gain:

+10%Accuracy
+15%Armor Penetration
+20% Bodypart Damage
Hewing Strike
Hewing Strike
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
8
Delivers a strike to one of the target's hands with +60% Bleed Chance and +25% Bodypart Damage.

If the strike does damage, applies the target with -20% Move Resistance and -20% Bleed Resistance for 4 turns.

Doubles the skill's effects if the target is Staggered.

Successful two-handed sword counters reduce the skill's cooldown by 1 turn.
Against the Odds
Against the Odds
Maneuver
Type:
No Target
Energy:
10
Cooldown:
60
Activates "Against the Odds" for 2 turns:

-50% Damage Taken
+50% Bleed Resistance
+50% Move Resistance
+50% Control Resistance
+50% Crit Avoidance

While "Against the Odds" is active, Health can't drop below 25%, and killing enemies replenishes 25% Max Health and 25% Max Energy.

The first strike received on the same turn as using the skill will deal no damage.
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 TODO

See also


Page last edited during patch: 0.8.2.3 | Data Page last updated in: 0.9.1.18