Heavy Crossbowman
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Heavy Crossbowman
Tier 5 Human
Health: 115
Energy: 100
Damage
32 Piercing
Protection
Head 15
Body 16
Arms 12
Legs 14
Resistances
Physical 30%
Slashing 30%
Piercing 30%
Crushing 30%
Rending 30%
Shock -20%
Defensive stats
Block Chance 0%
Bleed Res. 35%
Pain Res. 25%
Bleed Res. 35%
Pain Res. 25%
Block Power 0
Control Res. 42%
Fortitude 20%
Control Res. 42%
Fortitude 20%
Dodge Chance 12%
Move Res. 30%
Crit Avoidance 25%
Move Res. 30%
Crit Avoidance 25%
Offensive stats
Crit Chance 18%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 8
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 8
Crit Efficiency ×1.3
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 60%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 60%
Energy Leech 0%
Bonus Range 0
Accuracy 54%
Fumble Chance 3%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 35%
Bodypart Dmg 30%
Fumble Chance 3%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 35%
Bodypart Dmg 30%
Attributes
STR: 11
AGL: 19
PRC: 23
VIT: 11
WIL: 11
Miscellaneous
Faction: Brigand
Size: medium
XP: 100
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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 turned 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
| Skill | Basic Stats | Description |
|---|---|---|
![]() | Maneuver Type: No Target Energy: 4 Cooldown: 1 | Activates "Taking Aim" for 1 turn: +59% Accuracy +10% Weapon Damage +1 Range For each enemy within 4 tiles additionally grants the effect: +30% Knockback Chance +30% Immobilization Chance +30% Stagger Chance The bonus to Accuracy depends on the number of Ability Points invested into this tree. Removes the effect if not equipped with a ranged weapon. |
![]() | Stance Type: No Target Energy: 14 Cooldown: 10 | Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow): +5% Immobilization Chance +10% Knockback Chance +10% Bleed Chance -5% Cooldowns Duration -5% Skills Energy Cost Using this ability tree's skills (except Taking Aim) grants an extra stack of the effect (up to IV). Basic shots prolong the effect's duration by 1 turn (up to 12), but reduce its number of stacks (no more than once per turn). Only one Stance effect can be active at a time. |
![]() | Attack Type: Target Object Energy: 26 Cooldown: 30 | Takes a shot at the target's head with +40% Bodypart Damage, +15% Crit Chance, and +20% Crit Efficiency. If the shot kills its target, replenishes 20% Max Energy, instantly reloads the equipped crossbow, and activates "Taking Aim" for 1 turn. |
![]() | Attack / Charge Type: Target Tile Range: 2 Energy: 16 Cooldown: 14 | Increases Dodge Chance to 100% until the next turn and allows to perform a charge within 2 tiles. Then takes a shot at the closest target with -60% Weapon Damage and +50% Immobilization Chance. Hitting the target grants +10% Energy Restoration and +10% Dodge Chance for 5 turns and reduces cooldowns of all skills by 1 turn. |
![]() | Maneuver Type: Target Area Range: 1 Energy: 10 Cooldown: 8 | Deals 7 Crushing Damage to three adjacent tiles with 100% Accuracy and 85% Immobilization Chance. Then allows to Reposition to an adjacent tile. The damage dealt depends on the equipped boots' Protection. Hitting a target applies it with +10% Fumble Chance, -10% Crit Chance, and -10% Weapon Damage for 3 turns. The effect stacks up to 2 times. If the target was hit by the strike and is adjacent after using the skill, with 125% chance applies it with Stagger. |
![]() | 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). |
![]() | Passive | Each shot taken at the character grants +5% Dodge Chance for 5 turns and applies the attacker with -7.5% Accuracy for 4 turns. Both effects stack up to 4 times and trigger twice if the shot hits its target. Grants all received strikes and shots -10% Armor Penetration. |
![]() | Passive | Reduces the distance penalty to Accuracy (from -2% per tile to -1%). Reduces the penalties to Accuracy when shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%). Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -25%) and targets that are 1 tile away (from -25% to -15%). |
![]() | Passive | Grants all shots +15% Crit Efficiency, +15% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health. Grants all shots +3% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target. |
![]() | Passive | Skipping a turn, switching to another loadout, or using Stances and Maneuvers grants +5% Accuracy, -5% Damage Taken, and -5% Abilities Energy Cost for 3 turns. The effect stacks up to 2 times. |
![]() | Passive | Grants +5% Armor Penetration to "Taking Aim". Using "Taking Aim" applies all targets within Vision with -5% Physical Resistance for 4 turns. The effect stacks up to 2 times. |
![]() | Passive | Grants +5% Accuracy to the ability tree's Attack skills. While affected by "Taking Aim", hitting targets with shots reduces the ability tree's cooldowns by 1 turn and grants +4% Weapon Damage for 5 turns. The effect stacks up to 4 times. If equipped with a crossbow, both effects trigger twice per shot. |
Possible Loot
Weapons
Jewelry
Consumables
- (8%) Healing Salve, Herbal Extract, Splint, Bandage, Bread, Lockpick, Mead, Flatbread, White Fish or Apple
Books
Bags
- (5%) Crude Bolt Quiver
- (2.5%) Leather Bolt Quiver
- (1%) Reinforced Bolt Quiver
- (5%) Purse (5-20g)
See also
Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9
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