Henchman (Flail)

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Henchman
Tier 2 Human
Henchman (Flail)
Health: 90
Energy: 75

Damage
19 Crushing

Protection
Head 1
Body 4
Arms 1
Legs 1

Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%

Defensive stats
Block Chance 11%
Bleed Res. 10%
Pain Res. 0%
Block Power 19
Control Res. 5%
Fortitude 0%
Dodge Chance 4%
Move Res. 15%
Crit Avoidance 0%

Offensive stats
Crit Chance 3%
Counter Chance 3%
Stun Chance 10%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 70%
Fumble Chance 24%
Stagger Chance 10%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%

Attributes
STR: 12
AGL: 9
PRC: 9
VIT: 12
WIL: 9

Miscellaneous
Faction: Brigand
Size: medium
XP: 40

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The bandits who survive long enough to earn the respect of their more experienced fellows eventually become the gang leader's henchmen.


Henchman
Tier 2 Human
Henchman (Flail) (Torch)
Health: 90
Energy: 75

Damage
20 Crushing

Protection
Head 1
Body 4
Arms 1
Legs 1

Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%

Defensive stats
Block Chance 0%
Bleed Res. 10%
Pain Res. 0%
Block Power 0
Control Res. 5%
Fortitude 0%
Dodge Chance 4%
Move Res. 15%
Crit Avoidance 0%

Offensive stats
Crit Chance 3%
Counter Chance 3%
Stun Chance 10%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 70%
Fumble Chance 24%
Stagger Chance 10%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 10%

Attributes
STR: 12
AGL: 9
PRC: 9
VIT: 12
WIL: 9

Miscellaneous
Faction: Brigand
Size: medium
XP: 40

Show moreShow less
The bandits who survive long enough to earn the respect of their more experienced fellows eventually become the gang leader's henchmen.

“ The bandits who survive long enough to earn the respect of their more experienced fellows eventually become the gang leader's henchmen. „

Skills

SkillBasic StatsDescription
Mighty Kick
Mighty Kick
Mighty Kick
Maneuver
Type:
Target Object
Range:
1
Energy:
6
Cooldown:
6
Deals 10 Crushing Damage with 120% Accuracy, 100% Stagger Chance, and 80% Knockback Chance.

The damage dealt depends on the equipped boots' Protection.

Hitting the target applies it with -30% Max Block Power, -20% Control Resistance, -20% Move Resistance, and -15% Crit Avoidance for 4 turns.

The effect stacks up to 2 times.
Onslaught
Onslaught
Onslaught
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
8
Applies the target with -9% Control Resistance for 3 turns.

Then delivers a strike with +76% Knockback chance.

If the strike knocks the target back, repositions to the emptied tile and delivers an additional strike with +41% Daze Chance.

If the first strike doesn't knock the target back, reduces the skill's cooldown by 3 turns.
Moment of Weakness
Moment of Weakness
Moment of Weakness
Passive
Grants mace strikes against Dazed, Stunned, or Staggered targets +25% Bodypart Damage and +5% Crit Chance.

Grants mace strikes +5% Daze Chance and +10% Stagger Chance for each degree of Injury affecting the target.

Possible Loot

TODO

See also

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