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 25%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
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 20%
Counter Chance 30%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.35
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: 0.9.3.9