Renegade (Two-Handed Flail)

From Stoneshard wiki
Jump to navigation Jump to search

This article is a stub. You can help Stoneshard wiki by expanding it.


Renegade
Tier 5 Human
Renegade (Two-Handed Flail)
Health: 150
Energy: 115

Damage
32 Slashing

Protection
Head 13
Body 20
Arms 15
Legs 14

Resistances
Physical 33%
Slashing 33%
Piercing 33%
Crushing 33%
Rending 33%
Shock -15%

Defensive stats
Block Chance 0%
Bleed Res. 40%
Pain Res. 20%
Block Power 0
Control Res. 60%
Fortitude 15%
Dodge Chance 6%
Move Res. 40%
Crit Avoidance 30%

Offensive stats
Crit Chance 35%
Counter Chance 25%
Stun Chance 40%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.25
Bleed Chance 0%
Daze Chance 60%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 92%
Fumble Chance 4%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 45%
Bodypart Dmg 30%

Attributes
STR: 15
AGL: 19
PRC: 15
VIT: 15
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 100

Show moreShow less
In times of war, chivalry and loyalty are but empty words. Personal gain and staying well-fed take much higher priority.
In times of war, chivalry and loyalty are but empty words. Personal gain and staying well-fed take much higher priority.

Skills

SkillBasic StatsDescription
Mighty Swing
Mighty Swing
Mighty Swing
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Activates "Mighty Swing" for 1 turn:

+40% Weapon Damage
+40% Stagger Chance
+20% Stun Chance
+40% Bodypart Damage
+40% Armor Damage
-200% Counter Chance
Unstoppable Force
Unstoppable Force
Unstoppable Force
Attack
Type:
Target Area
Range:
1
Energy:
14
Cooldown:
12
Delivers a strike to three adjacent tiles with +80% Knockback Chance and +75% Armor Damage.

Grants -10% Skills Energy Cost for 3 turns for each target that is knocked back by the strike.

The effect stacks up to 3 times.

If affected by "Mighty Swing", and the strike knocked the target back, put its abilities on a 2 turns cooldown.
Skull Crusher
Skull Crusher
Skull Crusher
Attack / Charge
Type:
Target Object
Range:
2
Energy:
26
Cooldown:
20
Performs a charge towards the target and delivers a strike to its head with +70% Stun Chance and +39% Bodypart Damage.

If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization Chance.
Striker Stance
Striker Stance
Striker Stance
Stance
Type:
No Target
Energy:
14
Cooldown:
12
Activates "Striker Stance" for 10 turns:

+3% Crit Chance
+10% Knockback Chance
+10% Armor Penetration.
+15% Stagger Chance
Grants +100% Daze Chance to every third strike.

Using the ability tree's skills grants an extra stack of the effect (up to IV).

Basic two-handed mace strikes prolong the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn).

Only one Stance effect can be active at a time.

If affected by "Mighty Swing", using the skill delivers a strike to a random adjacent enemy.
Flexible Defense
Flexible Defense
Flexible Defense
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
14
Cooldown:
14
Delivers a strike to three adjacent tiles with -50% Weapon Damage and +100% Stagger Chance.

Hitting a target applies it 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 medium chestpiece, hitting a target applies it with -15% Control Resistance, -15% Move Resistance, and -15% Crit Avoidance for 2 turns.

If equipped with a heavy chestpiece, replenishes 5% Max Energy and grants +6% Energy Restoration for 5 turns for each enemy hit by the strike.
Unbalance
Unbalance
Unbalance
Passive
Staggering and knocking targets back with two-handed mace strikes applies them with -5% Control Resistance, +5% Fumble Chance and -10% Dodge Chance for 4 turns.

The effect stacks up to 3 times.
Severe Concussion
Severe Concussion
Severe Concussion
Passive
Dazing, Stunning or Staggering targets with two-handed mace strikes applies them with -15% Move Resistance, -10% Accuracy, and +10% Fumble chance for 4 turns.

The effect stacks up to 2 times.
Setup
Setup
Setup
Passive
Skipping a turn, switching to another loadout, or using Stances and Maneuvers grants +5% Accuracy, -5% Damage Taken, and -5% Abilities Energy Cost for 3 turns.

The effect stacks up to 2 times.
Intimidation
Intimidation
Intimidation
Passive
Successful strikes and shots apply their targets with -5% Crit Avoidance and -4% Fortitude for 5 turns.

The effect stacks up to 5 times.

Increases the negative impact of the character's actions upon the enemies' ill to Fight by +33%.
Push the Falling
Push the Falling
Push the Falling
Passive
Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with strikes and shots replenishes 4% Max Energy.

Using "Mighty Kick" against targets with these effects prolongs their duration by 1-2 turns, depending on each individual effect's duration cap.

Possible Loot

TODO

See also


Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9