Magistrate Renegade (Two-Handed Axe)

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Magistrate Renegade
Level 20 Human
Magistrate Renegade (Two-Handed Axe)
Health: 140
Energy: 100

Damage
32 Slashing

Protection
Head 16
Body 15
Arms 8
Legs 8

Resistances
Physical 35%
Slashing 35%
Piercing 35%
Crushing 35%
Rending 35%
Shock -15%

Defensive stats
Block Chance 15%
Bleed Res. 35%
Pain Res. 0%
Block Power 20
Control Res. 35%
Fortitude 0%
Dodge Chance 15%
Move Res. 33%

Offensive stats
Crit Chance 20%
Counter Chance 10%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 45%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 95%
Fumble Chance 14%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 35%
Bodypart Dmg 35%

Attributes
STR: 20
AGL: 16
PRC: 14
VIT: 10
WIL: 10

Miscellaneous
Faction: Brigand
Size: medium
XP: 200

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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 realization that the rich had simply replaced the old nobility came only 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
Attack
Type:
Target Object
Range:
2
Energy:
12
Cooldown:
12
Delivers a strike with -25% Damage, +75% Bleed Chance, and +10% Armor Penetration.

Grants the strike a 75% chance to Pull the target if its 1 tile away.

Worsens the Condition of an additional body part besides the one hit by the strike.
Reign in Blood
Reign in Blood
Attack
Type:
Target Object
Range:
1
Energy:
11
Cooldown:
10
Delivers a strike with +40% Knockback chance and +10% Bodypart Damage for each Bleeding affecting the target and each missing 20% of its Health.

With 60% chance causes the target's Injured body parts to start bleeding.

Then replenishes +5% Max Energy for each Bleeding and degree of Injury affecting the target.
Dismember
Dismember
Attack
Type:
Target Object
Range:
1
Energy:
13
Cooldown:
10
Delivers a strike with +65% Bodypart Damage and +10% 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 10% Max Health, and the affected body part has 100% chance to start Bleeding.
Rampage
Rampage
Stance
Type:
No Target
Energy:
11
Cooldown:
10
Activates "Rampage" for 12 turns:

-10% Skills Energy Cost
+5% Crit Chance
+15% Bleed Chance
-5% Fumble Chance.

While the effect is active, each 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 15 but reduce its number of stacks.

Only one Stance effect can be active at a time.
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 +25% Accuracy and -25% 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).
Sudden Lunge
Sudden Lunge
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
12
Delivers a strike with -50% Weapon Damage and 75% Stagger Chance.

Reduces all cooldowns by 2 turns.

If the strike does damage, puts the target's abilities on a 2 turn Cooldown.

If equipped with a spear, grants the skill +1 range.
Flexible Defense
Flexible Defense
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
16
Cooldown:
16
Delivers a strike to three adjacent tiles with -60% Weapon Damage and +120% Stagger Chance.

Applies all targets within the skill's area of effect 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 heavy chestpiece, replenishes +5% Max Energy and grants +10% Energy Restoration for 4 turns for each enemy within the skill's area of effect.
Battering Ram
Battering Ram
Attack / Charge
Type:
Target Tile
Range:
3
Energy:
24
Cooldown:
30
Performs a charge towards the target and deals 3 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 -50% Cooldown Duration and +1 Range and also grants 2.5% Weapon Damage for 2 turns after using the skill.

If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 95% Stun Chance.
Coordinated Advance
Coordinated Advance
Maneuver
For each allie within Vision, grants +7.5% Weapon Damage and +5% Crit Chance both to them and the Renegade. Using Abilities reduce the Renegade's and his allies's Active Cooldowns by 1 turn.
Peak Performance
Peak Performance
Passive
Grants +15% Weapon Damage, +15% Dodge Chance and -15% Skills Cooldowns Duration when Energy is above 50%.

Possible Loot

Weapons

Bags

See also