Heavy Slinger (Mace)

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Heavy Slinger
Tier 4 Human
Heavy Slinger (Mace)
Health: 115
Energy: 95

Damage
24 Crushing

Protection
Head 8
Body 10
Arms 6
Legs 8

Resistances
Physical 20%
Slashing 20%
Piercing 20%
Crushing 20%
Rending 20%
Shock -10%

Defensive stats
Block Chance 0%
Bleed Res. 20%
Pain Res. 15%
Block Power 0
Control Res. 20%
Fortitude 10%
Dodge Chance 15%
Move Res. 20%
Crit Avoidance 15%

Offensive stats
Crit Chance 13%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 8
Crit Efficiency ×1.15
Bleed Chance 0%
Daze Chance 25%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 33%
Fumble Chance 6%
Stagger Chance 30%
Magic Power 100%
Armor Pen. 15%
Bodypart Dmg 20%

Attributes
STR: 11
AGL: 18
PRC: 21
VIT: 11
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

Show moreShow less
His prowess with a sling is enough to put even veteran archers to shame.

Skills

SkillBasic StatsDescription
Seize the Initiative
Seize the Initiative
Seize the Initiative
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Applies the target with -25% Dodge Chance and -25% 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 target takes 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).
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

Each enemy within 4 tiles additionally grants to the effect:

+30% Knockback Chance
+30% Immobilization Chance
+30% Stagger Chance

The bonus to Accuracy depends on the number of learned Ranged Weapons abilities.

Removes the effect if not equipped with a ranged weapon.
Startling Volley
Startling Volley
Startling Volley
Attack
Type:
Target Tile
Energy:
20
Cooldown:
24
Marks a tile (2 different tiles or the same tile twice if equipped with a bow).

Then takes a shot at them with -30% Weapon Damage and +40% Daze Chance.

Applies damaged targets with -10% Block Chance and +10% Fumble Chance for 5 turns.

If the same target wasn't marked twice, doubles the applied penalties' duration.

If equipped with a crossbow, instantly reloads it and doubles the applied penalties.
Suppression
Suppression
Suppression
Stance
Type:
No Target
Energy:
14
Cooldown:
10
Activates "Suppression" for 12 turns (15 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 15) but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.
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 the character to perform a charge within 2 tiles.

Then takes a shot at the closest target (prioritizing enemies) with -50% 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.
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 -8% Accuracy for 5 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 -35%) and targets that are 1 tile away (from -25% to -15%).
Spot Weakness
Spot Weakness
Spot Weakness
Passive
Grants +5% Armor Penetration and +5% Bodypart Damage 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 +5% Weapon Damage for 8 turns.

The effect stacks up to 4 times.

If equipped with a crossbow, both effects trigger twice per shot.
Shoot to Kill
Shoot to Kill
Shoot to Kill
Passive
Grants all shots +10% Crit Efficiency, +12% 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.


Heavy Slinger
Tier 4 Human
Heavy Slinger (Mace) (Melee)
Health: 115
Energy: 95

Damage
23 Crushing

Protection
Head 8
Body 10
Arms 6
Legs 8

Resistances
Physical 20%
Slashing 20%
Piercing 20%
Crushing 20%
Rending 20%
Shock -10%

Defensive stats
Block Chance 0%
Bleed Res. 20%
Pain Res. 15%
Block Power 0
Control Res. 20%
Fortitude 10%
Dodge Chance 15%
Move Res. 20%
Crit Avoidance 15%

Offensive stats
Crit Chance 6%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 0%
Daze Chance 30%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 83%
Fumble Chance 7%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 10%

Attributes
STR: 11
AGL: 18
PRC: 21
VIT: 11
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

Show moreShow less
His prowess with a sling is enough to put even veteran archers to shame.

Skills

SkillBasic StatsDescription
Seize the Initiative
Seize the Initiative
Seize the Initiative
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Applies the target with -25% Dodge Chance and -25% 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 target takes 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).
Onslaught
Onslaught
Onslaught
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
8
Applies the target with -10% Control Resistance for 3 turns.

Then delivers a strike with +70% Knockback chance.

If the strike knocks the target back, repositions to the emptied tile and delivers an additional strike with +40% Daze Chance.

If the first strike doesn't knock the target back, reduces the skill's cooldown by 3 turns.
Armor Break
Armor Break
Armor Break
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
10
Delivers a strike with +60% Stagger Chance, +25% Armor Penetration, and +100% Armor Damage.

Grants the strike additional +10% Armor Damage for each turn of Daze affecting the target and +50% Armor Damage for each turn of Stun.

If the target takes damage, applies it with +10% Damage Taken and -10% Move Resistance for 3 turns.

Reduces the ability tree's cooldowns by 2 turns.
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 -8% Accuracy for 5 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.
Concussion
Concussion
Concussion
Passive
If using the ability tree's Attack skill fails to Daze, Stun, or Stagger the target, applies it with -6% Control Resistance, -8% Move Resistance, and -10% Crit Avoidance for 6 turns.

This effect stacks up to 3 times.
Dazing Strikes
Dazing Strikes
Dazing Strikes
Passive
Damaging mace strikes against Dazed, Stunned, or Staggered targets apply them with -5% Accuracy, +5% Fumble Chance, and -5% Weapon Damage for 6 turns.

The effect stacks up to 3 times.

His prowess with a sling is enough to put even veteran archers to shame.


Possible Loot

See also


Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14