Difference between revisions of "Rogue Knight (Two-Handed Sword)"

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(→‎Skills: Removed Feint Swing. Added Hewing Strike, Flexible Defense, Inner Reserves, Taste of Victory, Revanche and Peak Performance)
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==Skills==
==Skills==
{{SkillTable/head|enemy skills=1}}
{{SkillTable/head|enemy skills=1}}
{{SkillTable/row|Hewing Strike}}
{{SkillTable/row|Heroic Charge}}
{{SkillTable/row|Heroic Charge}}
{{SkillTable/row|Parry}}
{{SkillTable/row|Parry}}
{{SkillTable/row|Arc Cleave}}
{{SkillTable/row|Arc Cleave}}
{{SkillTable/row|Seize the Initiative}}
{{SkillTable/row|Seize the Initiative}}
{{SkillTable/row|Feint Swing}}
{{SkillTable/row|Flexible Defense}}
{{SkillTable/row|Inner Reserves}}
{{SkillTable/row|Taste of Victory}}
{{SkillTable/row|Revanche}}
{{SkillTable/row|Peak Performance}}
{{SkillTable/end}}
{{SkillTable/end}}



Revision as of 02:44, 27 December 2023


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Rogue Knight
Level 20 Human
Rogue Knight (Two-Handed Sword)
Health: 200
Energy: 90

Damage
42 Slashing

Protection
Head 14
Body 16
Arms 10
Legs 10

Resistances
Physical 45%
Slashing 45%
Piercing 45%
Crushing 45%
Rending 45%
Shock -15%

Defensive stats
Block Chance 20%
Bleed Res. 40%
Pain Res. 0%
Block Power 30
Control Res. 25%
Fortitude 0%
Dodge Chance 0%
Move Res. 25%

Offensive stats
Crit Chance 15%
Counter Chance 20%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 40%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 105%
Fumble Chance 12%
Stagger Chance 65%
Magic Power 100%
Armor Pen. 40%
Bodypart Dmg 35%

Attributes
STR: 20
AGL: 16
PRC: 14
VIT: 10
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 500

Show moreShow less
Only two things can turn a knight into a brigand: boredom and poverty.
Only two things can turn a knight into a brigand: boredom and poverty.

Skills

SkillBasic StatsDescription
Hewing Strike
Hewing Strike
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
10
Delivers a strike to one of the target's hands with +50% Bleed Chance and +20% Bodypart Damage.

If the strike does damage, applies the target with -20% Move Resistance and -20% Bleed Resistance for 3 turns.

The skills' effects are doubled if the target is Staggered.

Successful two-handed sword counters reduce the skill's cooldown by 1 turn.
Heroic Charge
Heroic Charge
Attack / Charge
Type:
Target Object
Range:
3
Energy:
24
Cooldown:
16
Performs a charge towards the target and delivers a strike with +80% Stagger Chance.

Each tile traveled with the charge grants the strike +10% Weapon Damage and +5% Crit Chance.
Parry
Parry
Maneuver
Type:
No Target
Energy:
12
Cooldown:
8
Activates "Parry" for 2 turns:

+25% Block Chance
+25% Max Block Power
+50% 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 +5% Crit Chance for 5 turns.

The effect stacks up to 3 times.
Arc Cleave
Arc Cleave
Attack
Type:
Target Area
Range:
1
Energy:
18
Cooldown:
14
Delivers a strike to five adjacent tiles with +25% Weapon Damage, +70% Stagger Chance, and +50% Bleed Chance.

Reduces the ability tree's cooldowns by 3 turns for each enemy within the skill's area of effect and replenishes 5% Max Energy for each enemy that is Staggered by the strike.
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 +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).
Flexible Defense
Flexible Defense
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
16
Cooldown:
16
Delivers a strike to three adjacent tiles with -60% Weapon Damage and +120% Stagger Chance.

Applies all targets within the skill's area of effect with -20% Weapon Damage, +20% Fumble Chance and -5% Accuracy for 2 turns.

If equipped with a light chestpiece, grants additional +1 turn to the applied penalties' duration.

If equipped with a heavy chestpiece, replenishes +5% Max Energy and grants +10% Energy Restoration for 4 turns for each enemy within the skill's area of effect.
Inner Reserves
Inner Reserves
Passive
Once per 30 turns replenishes 20% Max Energy when Energy drops below 15%.
Taste of Victory
Taste of Victory
Passive
Two-handed sword strikes against Staggered targets grant +5% Weapon Damage and +10% Bleed Chance for 5 turns.

This effect stacks up to 3 times.

Killing enemies with two-handed swords prolongs the duration of "Feast of Steel" and "Parry" by 1 turn.
Revanche
Revanche
Passive
Two-handed sword counters replenish 5% Max Energy and grant -15% Skills Energy Cost for 2 turns.

This effect stacks up to 2 times.
Peak Performance
Peak Performance
Passive
Grants +15% Weapon Damage, +15% Dodge Chance and -15% Skills Cooldowns Duration when Energy is above 50%.

Possible Loot

Weapons

See also