Heavy Crossbowman

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Heavy Crossbowman
Level 20 Human
Heavy Crossbowman
Health: 125
Energy: 85

Damage
28 Piercing

Protection
Head 16
Body 18
Arms 8
Legs 12

Resistances
Physical 35%
Slashing 35%
Piercing 35%
Crushing 35%
Rending 35%
Shock -20%

Defensive stats
Block Chance 0%
Bleed Res. 40%
Control Res. 40%
Block Power 0
Pain Res. 0%
Move Res. 35%
Dodge Chance -10%

Offensive stats
Crit Chance 0%
Accuracy 50%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 50%
Life Leech 0%
Vision 10
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 50%
Fumble Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 8
Armor Pen. 50%

Attributes
STR
AGL
PRC
VIT
WIL

12
12
22
12
10

Miscellaneous
Faction:
Brigand
Size:
medium
XP:
130

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Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen. After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet.
Both the Council and the Magistrate were more than happy to bolster their armies with mercenary crossbowmen.

After the truce, many of them were left without work - it didn't take long before they switched to alternative ways of making ends meet.

Skills

SkillBasic StatsDescription
Seize the Initiative
Seize the Initiative
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers a strike to the target's least protected body part. A successful hit grants the attacker 2 stacks of "Seized Initiative":

+3% Accuracy
+3% Counter Chance
-3% Fumble Chance
-5% Cooldowns Duration

The target is applied with 2 stacks of "Initiative Loss", negatively affecting the same stats.

When the attacker uses a targeted or an area of effect skill, they gain a stack of "Seized Initiative" and apply a stack of "Initiative Loss" to the target (up to 5 stacks).
When these abilities are used by the target, it removes a stack of "Initiative Loss" from itself and a stack of "Seized Initiative" from the attacker.

The effect can only be active on one target at a time as long as it's alive, remains within Vision, and isn't fleeing.
Suppression
Suppression
Type:
No Target
Energy:
10
Cooldown:
10
Stance skill. Activates the following effect for 12 turns:

+5% Immobilization Chance
+10% Knockback Chance
-10% Cooldowns Duration
-10% Skills Energy Cost

Using this ability tree's skills (with the exception of Taking Aim) grants 1 stack of the effect (up to 4 stacks).

Basic ranged attacks prolong the duration of the effect by 1 turn (up to 15 turns), but decrease its number of stacks by 1.
Taking Aim
Taking Aim
Type:
No Target
Energy:
6
Cooldown:
1
Activates the following effect for the next turn:

+60% Accuracy
+10% Weapon Damage.

Possible Loot

Weapons

Armor

Food

See also