Magistrate Deserter (Two-Handed Axe)

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Magistrate Deserter
Tier 4 Human
Magistrate Deserter (Two-Handed Axe)
Health: 130
Energy: 100

Damage
34 Slashing

Protection
Head 11
Body 8
Arms 6
Legs 6

Resistances
Physical 30%
Slashing 30%
Piercing 30%
Crushing 30%
Rending 30%
Shock -15%

Defensive stats
Block Chance 14%
Bleed Res. 25%
Pain Res. 30%
Block Power 15
Control Res. 35%
Fortitude 20%
Dodge Chance 15%
Move Res. 25%
Crit Avoidance 15%

Offensive stats
Crit Chance 16%
Counter Chance 30%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.3
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 89%
Fumble Chance 5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 45%
Bodypart Dmg 50%

Attributes
STR: 18
AGL: 11
PRC: 18
VIT: 14
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

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When the war first began, the Magistrate's promises of cutting the nobles down to size and granting everyone a plethora of freedoms seemed appealing to many. The realization that the rich had simply replaced the old nobility only came after the truce.
“ When the war just began, the Magistrate's promises of cutting the nobles down a size and granting everyone a plethora of freedoms looked appealing to a lot of folks. The realisation that the rich had simply repleaced the old nobility came only after the truce. „

Skills

SkillBasic StatsDescription
Hooking Chop
Hooking Chop
Hooking Chop
Attack
Type:
Target Object
Range:
2
Energy:
12
Cooldown:
12
Delivers a strike with -12% Damage, +96% Bleed Chance, and +34% Armor Penetration.

Grants the strike a 109% chance to pull the target if it's 1 tile away.

Deals damage to an additional body part besides the one hit by the strike.
Reign in Blood
Reign in Blood
Reign in Blood
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
14
Delivers a strike with +76% Knockback chance and +58% Bodypart Damage for each Bleeding affecting the target and each missing 20% of its Health.

With 76% chance causes the target's Injured body parts to start Bleeding.

Then replenishes 6% Max Energy for each Bleeding and degree of Injury affecting the target.
Dismember
Dismember
Dismember
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
16
Delivers a strike with +74% Bodypart Damage and +15% Crit Chance to one of the target's body parts with a minor or medium Injury.

If the target has no Injuries, delivers the strike to one of its limbs.

If the strike worsens an Injury or causes a new one, the target loses 12% Max Health, and the affected body part has 136% chance to start Bleeding.
Rampage
Rampage
Rampage
Stance
Type:
No Target
Energy:
14
Cooldown:
12
Activates "Rampage" for 10 turns:

-10% Skills Energy Cost
+4% Crit Chance
+15% Bleed Chance
-3% Fumble Chance
Every third strike deals additional damage equal to 15% of the target's Max Health (but no more than 25)

Using the ability tree's skills grants an extra stack of the effect (up to IV).

Basic two-handed axe strikes prolong the effect's duration by 1 turn (up to 10 but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.
Flexible Defense
Flexible Defense
Flexible Defense
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
14
Cooldown:
14
Delivers a strike to three adjacent tiles with -49% Weapon Damage and +116% Stagger Chance.

Hitting a target applies it with -20% Weapon Damage, +20% Fumble Chance and -5% Accuracy for 2 turns.

If equipped with a light chestpiece, grants additional +1 turn to the applied penalties' duration.

If equipped with a medium chestpiece, hitting a target applies it with -15% Control Resistance, -15% Move Resistance, and -15% Crit Avoidance for 2 turns.

If equipped with a heavy chestpiece, replenishes 6% Max Energy and grants +6% Energy Restoration for 5 turns for each enemy hit by the strike.
Battering Ram
Battering Ram
Battering Ram
Attack / Charge
Type:
Target Object
Range:
3
Energy:
26
Cooldown:
24
Performs a charge towards the target and deals 5 Crushing Damage with 100% Accuracy and 100% Stagger Chance.

The Damage depends on the equipped chestpiece's Protection.

If equipped with a light chestpiece, grants the skill +1 Range and also grants 2.5% Weapon Damage for 2 turns.

If equipped with a medium chestpiece and the skill Staggers its target, grants -25% Cooldowns Duration for 2 turns.

If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 100% Stun Chance.
Coordinated Advance
Coordinated Advance
Coordinated Advance
Passive
Grants the Deserter and all allies within Vision +7.5% Weapon Damage and +5% Crit Chance for each ally within Vision.

Using abilities reduces all cooldowns by 1 turn for all allies within Vision.
Peak Performance
Peak Performance
Peak Performance
Passive
Grants +10% Weapon Damage, +10% Dodge Chance and -10% Cooldowns Duration if Energy is above 50%.

Possible Loot

Weapons*(100%) Tier 3-4 Two-Handed Axe Jewelry

Consumables

Books

Bags

See also


Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.4.14