Paymaster
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Paymaster
Tier 4 Human
Damage
Protection
Resistances
Miscellaneous
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Paymaster
Tier 4 Human

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
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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
Skill | Basic Stats | Description |
---|---|---|
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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
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