Marauder (Two-Handed Sword)

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Marauder
Level 12 Human
Marauder (Two-Handed Sword)
Health: 140
Energy: 110

Damage
28 Slashing

Protection
Head 12
Body 8
Arms 5
Legs 5

Resistances
Physical 25%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
Shock -5%

Defensive stats
Block Chance 15%
Bleed Res. 25%
Control Res. 15%
Block Power 25
Pain Res. 0%
Move Res. 15%
Dodge Chance 5%

Offensive stats
Crit Chance 0%
Accuracy 90%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 25%
Fumble Chance 20%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 25%

Attributes
STR
AGL
PRC
VIT
WIL

15
15
12
8
8

Miscellaneous
Faction:
Brigand
Size:
medium
XP:
80

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A commoner or a deserter, who somehow got hold of decent gear and then went on a spree across the realm.
Disambig.png For other uses, see Marauder.
A commoner or a deserter, who somehow got hold of decent gear and went on a spree across the realm.

Skills

SkillBasic StatsDescription
Heroic Charge
Heroic Charge
Type:
Target Object
Range:
3
Energy:
24
Cooldown:
12
Rushes towards the target to deliver a strike with +80% Stagger Chance.

Each traveled tile grants this strike +10% Damage and +5% Crit Chance.
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.
Feint Swing
Feint Swing
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
8
Reduces the target's Dodge, Counter, and Block Chances to 0% until the end of the turn.

After that delivers a strike with -25% Fumble Chance and +10% Damage.

The target is applied with +10% Damage Taken for 3 turns. All the skill's effects are doubled if the target is Staggered

Possible Loot

Weapons

Food

See also