Magistrate Renegade (Two-Handed Axe)

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Magistrate Renegade
Level 20 Human
Magistrate Renegade (Two-Handed Axe)
Health: 160
Energy: 90

Damage
32 Slashing

Protection
Head 16
Body 15
Arms 7
Legs 7

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

Defensive stats
Block Chance 15%
Bleed Res. 35%
Control Res. 35%
Block Power 25
Pain Res. 0%
Move Res. 33%
Dodge Chance 15%

Offensive stats
Crit Chance 20%
Accuracy 95%
Counter Chance 10%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 50%
Fumble Chance 12%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 35%

Attributes
STR
AGL
PRC
VIT
WIL

20
16
14
10
10

Miscellaneous
Faction:
Brigand
Size:
medium
XP:
130

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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
Rampage
Rampage
Type:
No Target
Energy:
10
Cooldown:
10
Stance skill. Activates the following effect for 6 turns:

-10% Skills Energy Cost
+20% Crit Efficiency
+15% Bleed Chance
-5% Fumble Chance
Each 3rd attack deals bonus damage equal to 15% of the target's Max Health (but no more than 25)

Using this ability tree's skills grants 1 stack of the effect (up to 4 stacks).

Basic two-handed axe attacks prolong the duration of the effect by 1 turn (up to 15 turns), but decrease its number of stacks by 1.
Seize the Initiative
Seize the Initiative
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers a strike to the target's least protected body part. A successful hit grants the attacker 2 stacks of "Seized Initiative":

+3% Accuracy
+3% Counter Chance
-3% Fumble Chance
-5% Cooldowns Duration

The target is applied with 2 stacks of "Initiative Loss", negatively affecting the same stats.

When the attacker uses a targeted or an area of effect skill, they gain a stack of "Seized Initiative" and apply a stack of "Initiative Loss" to the target (up to 5 stacks).
When these abilities are used by the target, it removes a stack of "Initiative Loss" from itself and a stack of "Seized Initiative" from the attacker.

The effect can only be active on one target at a time as long as it's alive, remains within Vision, and isn't fleeing.
Dismember
Dismember
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
14
Delivers a strike with +65% Bodypart Damage and +10% Crit Chance to a random body part affected by a minor or medium Injury. If the target isn't injured, the strike hits a random limb.

If the strike worsens an Injury or inflicts a new one, the target loses 8% Max Health, and the affected body part has 100% chance to start Bleeding.
Reign in Blood
Reign in Blood
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers a strike that puts the target's Abilities on a 1 turn Cooldown for each Injured body part and each missing 20% Health.

Has 75% chance to apply Bleeding to each Injured body part.

Replenishes 6% Max Energy for each degree of Injury and instance of Bleeding affecting the target.
Dash
Dash
Type:
Target Tile
Range:
3
Energy:
20
Cooldown:
20
Performs a dash towards a targeted tile.

The skill's Energy Cost is increased by 15% for each enemy adjacent to the starting position.

On arrival grants +20% Counter Chance and +20% Dodge Chance for 4 turns if there's an adjacent enemy.
Hooking Chop
Hooking Chop
Type:
Target Object
Range:
2
Energy:
12
Cooldown:
10
Delivers a strike with 100% chance to Pull the target towards the attacker.

This attack gains -10% Damage, +15% Armor Penetration, and also damages one additional body part besides the one hit.
Sudden Lunge
Sudden Lunge
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers a strike with -50% Damage and 60% chance to apply Stagger.

Puts the target's Abilities on a 2 turn Cooldown.
Coordinated Advance
Coordinated Advance
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.

Possible Loot

Weapons

Bags

See also