Risen Guardsman (Two-Handed Axe)

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Risen Guardsman
Tier 5 Undead
Risen Guardsman (Two-Handed Axe)
Health: 145
Energy: 110

Damage
31 Slashing
6 Unholy

Protection
Head 12
Body 30
Arms 24
Legs 24

Resistances
Physical 65%
Slashing 65%
Piercing 70%
Crushing 45%
Rending 65%
Nature 40%
Fire 40%
Frost 40%
Shock 40%
Poison 240%
Caustic 40%
Magic 10%
Unholy 110%
Arcane 10%
Sacred -40%
Psionic 10%

Defensive stats
Block Chance 20%
Bleed Res. 200%
Pain Res. 300%
Block Power 25
Control Res. 65%
Fortitude 30%
Dodge Chance -20%
Move Res. 45%
Crit Avoidance 40%

Offensive stats
Crit Chance 19%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.2
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 94%
Fumble Chance -3%
Stagger Chance 50%
Magic Power 100%
Armor Pen. 40%
Bodypart Dmg 35%

Attributes
STR: 23
AGL: 8
PRC: 8
VIT: 23
WIL: 8

Miscellaneous
Faction: Undead
Size: medium
XP: 100

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A paragon of valor in life, a slave to a heretic mage in death... It's difficult to imagine a crueller fate for this former knight.
For other uses, see Risen Guardsman.
A paragon of valor in life, a slave to a heretic mage in death... it's hard to imagine a more cruel fate for this former knight.

Skills

SkillBasic StatsDescription
Hooking Chop
Hooking Chop
Hooking Chop
Attack
Type:
Target Object
Range:
2
Energy:
12
Cooldown:
12
Delivers a strike with -22% Damage, +91% Bleed Chance, and +36% Armor Penetration.

Grants the strike a 111% chance to pull the target if it's 1 tile away.

Deals damage to an additional body part besides the one hit by the strike.
Dismember
Dismember
Dismember
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
16
Delivers a strike with +44% Bodypart Damage and +16% Crit Chance to one of the target's body parts with a minor or medium Injury.

If the target has no Injuries, delivers the strike to one of its limbs.

If the strike worsens an Injury or causes a new one, the target loses 13.25% Max Health, and the affected body part has 116% chance to start Bleeding.
Against the Odds
Against the Odds
Against the Odds
Maneuver
Type:
No Target
Energy:
12
Cooldown:
60
Activates "Against the Odds" for 2 turns:

-50% Damage Taken
+50% Bleed Resistance
+50% Move Resistance
+50% Control Resistance
+50% Crit Avoidance
Health can't drop below 58%.
Killing enemies replenishes 58% Max Health and 20% Max Energy.

The first strike or shot received on the same turn as using the skill will deal no damage.
Unyielding Defense
Unyielding Defense
Unyielding Defense
Maneuver
Type:
Target Tile
Range:
1
Energy:
20
Cooldown:
14
Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns:

+6% to all body parts' Protection (no less than 1)
+4% Fortitude
+4% Block Power Recovery
+4% Block Chance or +4% Dodge Chance (the priority is given to the highest Stat).

Each received strike or shot grants an extra stack of the effect (up to V).
Brace for Impact!
Brace for Impact!
Brace for Impact!
Maneuver
Type:
No Target
Energy:
10
Cooldown:
10
Activates "Brace for Impact!" for 2 turns:

12% Dodge Chance
12% Block Chance
Grant all received strikes and shots +12% Fumble Chance, -9% Accuracy, and -51% Armor Penetration.

If equipped with a light chestpiece, grants the effect +50% Crit Avoidance.

If equipped with a medium chestpiece, also grants received strikes and shots -33% Bodypart Damage.

If equipped with a heavy chestpiece, grants the skill -25% Cooldown Duration.
Shieldbreaker
Shieldbreaker
Shieldbreaker
Passive
Two-handed axe hits apply their target with -10% Block Chance, -10% Block Power Recovery, and -15% Max Block Power for 6 turns.

If the target's Block Chance is 0%, two-handed axe strikes against it grant -4% Fumble Chance for 6 turns.

Both effects stack up to 5 times.
Battle-Forged
Battle-Forged
Battle-Forged
Passive
Using Stances and Maneuvers grants -10% Damage Taken until the next turn.

If equipped with a light chestpiece, moving to other tiles (Charges and Maneuvers counts as well)) grants +2% Dodge Chance and +2% Counter Chance for 4 turns for each traveled tile.

If equipped with a medium chestpiece, using Stances and Maneuvers also reduces this ability tree's cooldowns by 1 turn.

If equipped with a heavy chestpiece, remaining on the same tile grants -3% Abilities Energy Cost and +3% Crit Avoidance for 6 turns.

All effects stack up to 5 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.
Final Push
Final Push
Final Push
Passive
Grants +5% Weapon Damage and +5% Accuracy for each missing 20% of Health.

Grants -5% Cooldowns Duration and -10% Abilities Energy Cost for each missing 20% of Energy.

Grants +5% Fortitude, +5% Bleed Resistance, +5% Control Resistance, and +5% Move Resistance for each negative effect.
Armor Crusher
Armor Crusher
Armor Crusher
Passive
Grants strikes and shots +10% Armor Penetration and +50% Armor Damage if the target's Armor Durability is above 0%.

Hitting the target applies it with +10% Damage Taken for 5 turns if it has no Armor or its Armor Durability is 0%.

Grants +5% Crit Chance for 5 turns for each strike or shot blocked by the target.

Both effects stack up to 3 times.
Dark Vision
Dark Vision
Dark Vision
Passive
Darkness doesn't apply penalties to Vision, and attacks against targets within it don't receive the penalty to Accuracy.

Possible Loot

Weapons

See also


Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14