Risen Guardsman (Two-Handed Axe)
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Risen Guardsman
Tier 5 Undead
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%
Bleed Res. 200%
Pain Res. 300%
Block Power 25
Control Res. 65%
Fortitude 30%
Control Res. 65%
Fortitude 30%
Dodge Chance -20%
Move Res. 45%
Crit Avoidance 40%
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
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
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%
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
| Skill | Basic Stats | Description |
|---|---|---|
![]() | 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. |
![]() | 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. |
![]() | 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. |
![]() | 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). |
![]() | 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. |
![]() | 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. |
![]() | 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. |
![]() | 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. |
![]() | 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. |
![]() | 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. |
![]() | Passive | Darkness doesn't apply penalties to Vision, and attacks against targets within it don't receive the penalty to Accuracy. |
Possible Loot
Weapons
- (100%) Tier 3-4 Two-Handed Axe
See also
Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14
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