Heavy Crossbowman

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Heavy Crossbowman
Tier 5 Human
Heavy Crossbowman
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%
Block Power 0
Control Res. 42%
Fortitude 20%
Dodge Chance 12%
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
Crit Efficiency ×1.3
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%

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

SkillBasic StatsDescription
Taking Aim
Taking Aim
Taking Aim
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.
Suppression
Suppression
Suppression
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.
Headshot
Headshot
Headshot
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.
Distracting Shot
Distracting Shot
Distracting Shot
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.
Leg Sweep
Leg Sweep
Leg Sweep
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.
Seize the Initiative
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 +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).
Hard Target
Hard Target
Hard Target
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.
Constant Practice
Constant Practice
Constant Practice
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%).
Shoot to Kill
Shoot to Kill
Shoot to Kill
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.
Setup
Setup
Setup
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.
Spot Weakness
Spot Weakness
Spot Weakness
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.
Precision
Precision
Precision
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

Books

Bags

See also


Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9