Henchman (Flail)
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Henchman
Tier 2 Human

Health: 90
Energy: 75
Damage
19 Crushing
Protection
Head 1
Body 4
Arms 1
Legs 1
Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%
Defensive stats
Block Chance 11%
Bleed Res. 10%
Pain Res. 0%
Bleed Res. 10%
Pain Res. 0%
Block Power 19
Control Res. 5%
Fortitude 0%
Control Res. 5%
Fortitude 0%
Dodge Chance 4%
Move Res. 15%
Crit Avoidance 0%
Move Res. 15%
Crit Avoidance 0%
Offensive stats
Crit Chance 3%
Counter Chance 3%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 3%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 0%
Daze Chance 10%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 10%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 70%
Fumble Chance 24%
Stagger Chance 10%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%
Fumble Chance 24%
Stagger Chance 10%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%
Attributes
STR: 12
AGL: 9
PRC: 9
VIT: 12
WIL: 9
Miscellaneous
Faction: Brigand
Size: medium
XP: 40
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The bandits who manage to survive long enough to earn their cronies' recognition eventually become henchmen to the gang's leader.
| “ | The bandits who manage to survive long enough to earn their cronies' recognition eventually become henchmen to the gang's leader. | „ |
Skills
| Skill | Basic Stats | Description |
|---|---|---|
| Mighty Kick | Maneuver Type: Target Object Range: 1 Energy: 6 Cooldown: 6 | Deals 10 Crushing Damage with 120% Accuracy, 100% Stagger Chance, and 80% Knockback Chance. The damage dealt depends on the equipped boots' Protection. Hitting the target applies it with -30% Max Block Power, -20% Control Resistance, -20% Move Resistance, and -15% Crit Avoidance for 4 turns. The effect stacks up to 2 times. |
| Onslaught | Attack / Maneuver Type: Target Object Range: 1 Energy: 14 Cooldown: 8 | Applies the target with -11% Control Resistance for 3 turns. Then delivers a strike with +62% Knockback chance. If the strike knocks the target back, repositions to the emptied tile and delivers an additional strike with +41% Daze Chance. If the first strike doesn't knock the target back, reduces the skill's cooldown by 3 turns. |
| Moment of Weakness | Passive | Grants mace strikes against Dazed, Stunned, or Staggered targets +15% Bodypart Damage and +5% Crit Chance. Grants mace strikes +5% Daze Chance and +5% Stagger Chance for each degree of Injury affecting the target. |
Possible Loot
TODO
See also
Page last edited during patch: 0.9.2.13 | Data Page last updated in: 0.9.3.9
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