Magistrate Renegade (Two-Handed Mace)

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

Damage
32 Crushing

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 15%
Accuracy 90%
Counter Chance 10%
Stun Chance 0%
Knockb. Chance 40%
Life Leech 0%
Vision 9
Magic Power 100%
Crit Efficiency ×1.25
Bleed Chance 0%
Fumble Chance 16%
Daze Chance 40%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 60%

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
Unstoppable Force
Unstoppable Force
Type:
Target Area
Range:
1
Energy:
12
Cooldown:
8
Delivers a strike to three adjacent targets with +75% Knockback Chance and +75% Armor Damage.

Grants -15% Skills Energy Cost for 3 turns for each enemy Knocked back by this skill.

While under the effect of "Mighty Swing": if the target was Knocked back, its Abilities are put on a 2-3 turn Cooldown.
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.
Mighty Swing
Mighty Swing
Type:
No Target
Energy:
6
Cooldown:
1
Activates "Mighty Swing" for the next turn:

+50% Damage
+75% Stagger Chance
+25% Stun Chance
+50% Bodypart Damage
+50% Armor Damage
Striker Stance
Striker Stance
Type:
No Target
Energy:
10
Cooldown:
10
Stance skill. Activates the following effect for 6 turns:

+5% Crit Chance
+15% Knockback Chance
+10% Armor Penetration.
+15% Stagger Chance
Each 3rd attack gains +100% Daze Chance

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

Basic two-handed mace attacks prolong the duration of the effect by 1 turn (up to 15), but decrease its number of stacks by 1.

While under the effect of "Mighty Swing": activating this skill performs an attack against a random adjacent enemy.
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.
Skull Crusher
Skull Crusher
Type:
Target Object
Range:
2
Energy:
18
Cooldown:
12
Rushes towards the target to deliver a strike to the head with +50% Stun Chance and +30% Bodypart Damage.

While under the effect of "Mighty Swing": grants the attack +75% Stagger Chance and burns the percentage of the targets' Energy equal to the percentage of its missing Health.
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

See also