Paymaster

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Paymaster
Level 20 Human
Paymaster
Health: 225
Energy: 120

Damage
45 Slashing

Protection
Head 3
Body 14
Arms 12
Legs 14

Resistances
Physical 25%
Nature 20%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
Fire 20%
Frost 20%
Shock 10%
Poison 20%
Caustic 20%

Defensive stats
Block Chance 30%
Bleed Res. 40%
Control Res. 20%
Block Power 30
Pain Res. 25%
Move Res. 30%
Dodge Chance 60%

Offensive stats
Crit Chance 10%
Accuracy 125%
Counter Chance 40%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 10
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 75%
Fumble Chance 10%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range -1
Armor Pen. 45%

Attributes
STR
AGL
PRC
VIT
WIL

18
20
12
10
10

Miscellaneous
Faction:
Brigand
Size:
medium
XP:
260

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When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.
When dealing with mercenaries, there's a simple rule to keep in mind: if you can't solve a problem with money, solve it with a lot of money.

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.
Elusiveness
Elusiveness
Type:
No Target
Energy:
20
Cooldown:
20
Grants 5 stacks of the following effect for 10 turns:

+20% Dodge Chance
-5% Damage Taken

Each dodge or received fumbled attack decreases the number of stacks by 1.

Moving to another tile increases the number of stacks by 1 (up to 5 stacks).
Parry
Parry
Type:
No Target
Energy:
12
Cooldown:
6
Activates the following effect for 1 turn:

+33% Block Chance
+25% Block Power
+75% Counter Chance
Fully replenishes Block Power

Each Blocked strike reduces the skill's Cooldown by 2 turns and grants +25% Block Power Recovery for 3 turns.
Each Counterattack grants +7.5% Crit Chance for 3 turns.
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.
Dead or Alive
Dead or Alive
Type:
Target Object
Range:
10
Energy:
12
Cooldown:
12
Applies the target with an effect that persists until the Paymaster's death.

When attacking the affected target, all Brigands with the Paymaster within their Vision gain:

+10%Accuracy
+15%Armor Penetration
+20% Bodypart Damage
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
Against the Odds
Against the Odds
Type:
No Target
Energy:
10
Cooldown:
90
The first attack received during the next turn will deal no Damage and is guaranteed to trigger a Counterattack. After that, activates the following effect for 2 turns:

Health can no longer drop below 15%
Killing an equal or more powerful enemy replenishes 20% Max Health and Energy.
Thirst for Battle
Thirst for Battle
Type:
No Target
Energy:
20
Cooldown:
24
The first attack received during the next turn is guaranteed to trigger a Counterattack. After that, activates the skill's effect for 6 turns.

For each missing percent of Health grants:

+0.5% Weapon Damage
+0.25% Crit Chance
+0.5% Crit Efficiency
+0.33% Life Drain
+0.5% Energy Drain

The power of the effect is calculated dynamically based on the amount of Health.

Killing an enemy prolongs the duration of the effect by 2 turns.

Possible Loot

Weapons TODO

See also