Deserter (Two-Handed Flail)
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Deserter
Tier 4 Human

Health: 125
Energy: 100
Damage
36 Crushing
Protection
Head 7
Body 16
Arms 9
Legs 7
Resistances
Physical 20%
Slashing 20%
Piercing 20%
Crushing 20%
Rending 20%
Shock -15%
Defensive stats
Block Chance 0%
Bleed Res. 30%
Pain Res. 10%
Bleed Res. 30%
Pain Res. 10%
Block Power 0
Control Res. 30%
Fortitude 10%
Control Res. 30%
Fortitude 10%
Dodge Chance 0%
Move Res. 30%
Crit Avoidance 20%
Move Res. 30%
Crit Avoidance 20%
Offensive stats
Crit Chance 27%
Counter Chance 0%
Stun Chance 25%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 0%
Stun Chance 25%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.35
Bleed Chance 0%
Daze Chance 40%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 40%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 82%
Fumble Chance 12%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Fumble Chance 12%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Attributes
STR: 25
AGL: 11
PRC: 11
VIT: 14
WIL: 11
Miscellaneous
Faction: Brigand
Size: medium
XP: 80
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Some soldiers are sick of serving in the armies of either the Council or the Magistrate. Banding together and robbing innocents - now that's where the real excitement lies.
| “ | Some soldiers are sick of serving in the armies of either the Council or the Magistrate. Banding together and robbing innocents - now that's where the real excitement lies. | „ |
Skills
| Skill | Basic Stats | Description |
|---|---|---|
![]() | Maneuver Type: No Target Energy: 4 Cooldown: 1 - Requires a two-handed mace | Activates "Mighty Swing" for 1 turn: +50% Weapon Damage +50% Stagger Chance +25% Stun Chance +50% Bodypart Damage +50% Armor Damage -200% Counter Chance |
![]() | Attack Type: Target Area Range: 1 Energy: 14 Cooldown: 12 Modified by: Strength, Perception - Requires a two-handed mace | Delivers a strike to three adjacent tiles with +72% Knockback Chance and +60% Armor Damage. Grants -10% Skills Energy Cost for 3 turns for each target that is knocked back by the strike. The effect stacks up to 3 times. If affected by "Mighty Swing", and the strike knocked the target back, put its abilities a 2 turns cooldown. |
![]() | Attack / Charge Type: Target Object Range: 2 Energy: 26 Cooldown: 20 Modified by: Strength, Agility, Perception - Requires a two-handed mace | Performs a Charge towards the target and delivers a strike to its head with +52% Stun Chance and +26% Bodypart Damage. If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance. |
![]() | Stance Type: No Target Energy: 14 Cooldown: 12 - Requires a two-handed mace | Activates "Striker Stance" for 8 turns: +5% Crit Chance +10% Knockback Chance +10% Armor Penetration. +15% Stagger Chance Grants each third strike +100% Daze Chance Using the ability tree's skills grants an extra stack of the effect (up to IV). Basic two-handed mace strikes prolong the effect's duration by 1 turn (up to 12) but reduce its number of stacks. Only one Stance effect can be active at a time. If affected by "Mighty Swing", using the skill delivers a strike to a random adjacent enemy. |
![]() | Passive - Requires a two-handed mace | Knocking targets back with two-handed mace strikes applies them with -10% Control Resistance, +5% Fumble Chance and -10% Dodge Chance for 4 turns. The effect stacks up to 3 times. |
![]() | Passive - Requires a two-handed mace | Dazing, Stunning or Staggering targets with two-handed mace strikes applies them with -15% Move Resistance, -10% Accuracy, and +10% Fumble chance for 4 turns. The effect stacks up to 2 times. |
![]() | Passive | Grants strikes and shots against Dazed, Stunned, Staggered, Confused, Immobilized, or Bleeding targets +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance. Using "Sudden Lunge" against targets with these effects grants the strike +25% Weapon Damage and doesn't take a turn. |
Possible Loot
TODO
See also
Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9
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