Heavy Crossbowman

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Heavy Crossbowman
Level 20 Human
Heavy Crossbowman
Health: 135
Energy: 80

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. 35%
Pain Res. 0%
Block Power 0
Control Res. 40%
Fortitude 0%
Dodge Chance -10%
Move Res. 35%

Offensive stats
Crit Chance 0%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 50%
Life Leech 0%
Vision 10
Crit Efficiency ×1
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 8
Accuracy 50%
Fumble Chance 0%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 50%
Bodypart Dmg 30%

Attributes
STR: 12
AGL: 12
PRC: 22
VIT: 12
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 200

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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
Taking Aim
Taking Aim
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Activates the following effect for the next turn:

+60% Accuracy
+10% Weapon Damage.

For each enemy within 4 tiles additionally grants the effect:

+25% Knockback Chance
+25% Immobilization Chance
+25% Stagger Chance

Removes the effect if not equipped with a ranged weapon.
Suppression
Suppression
Stance
Type:
No Target
Energy:
10
Cooldown:
10
Activates "Suppression" for 12 turns (18 turns if equipped with a crossbow):

+5% Immobilization Chance
+10% Knockback Chance
+10% Bleed Chance
-10% Cooldowns Duration
-10% 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 15), but reduce its number of stacks.

Only one Stance effect can be active at a time.
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).
Constant Practice
Constant Practice
Passive
Reduces the distance penalty to Accuracy (from -2% per tile to -1%).

Reduces the penalty to Accuracy from 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%).
Shoot to Kill
Shoot to Kill
Passive
Grants all shots +20% Crit Efficiency, +25% Bodypart Damage, and +5% Armor Penetration for each missing 20% of the target's Health.

Grants all shots +5% Crit Chance for each degree of Injury and each "Net", "Web", Stagger, and Immobilization affecting the target.
Setup
Setup
Passive
Skipping a turn or using Stances and Maneuvers grants +10% Accuracy, -10% Damage Taken, and -10% Abilities Energy Cost for 2 turns.

Possible Loot

Weapons

Armor

Food

See also