Risen Knight-Brother (Two-Handed Mace)
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Risen Knight-Brother
Tier 5 Undead
Health: 130
Energy: 100
Damage
33 Crushing
6 Unholy
Protection
Head 14
Body 20
Arms 16
Legs 16
Resistances
Physical 60%
Slashing 60%
Piercing 65%
Crushing 40%
Rending 60%
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. 60%
Fortitude 25%
Control Res. 60%
Fortitude 25%
Dodge Chance -15%
Move Res. 40%
Crit Avoidance 30%
Move Res. 40%
Crit Avoidance 30%
Offensive stats
Crit Chance 23%
Counter Chance 10%
Stun Chance 50%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 10%
Stun Chance 50%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.25
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 99%
Fumble Chance -5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 60%
Bodypart Dmg 20%
Fumble Chance -5%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 60%
Bodypart Dmg 20%
Attributes
STR: 23
AGL: 11
PRC: 11
VIT: 15
WIL: 8
Miscellaneous
Faction: Undead
Size: medium
XP: 100
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Once, he faithfully served the royal court. Now, he serves again... to other, less worthy masters.
| For other uses, see Risen Knight-Brother. |
| “ | The people of Aldor bury their warriors in full battle gear, so that they could stand up for themselves in the afterlife. Well, this belief has come true... | „ |
Skills
| Skill | Basic Stats | Description |
|---|---|---|
![]() | 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 |
![]() | Attack Type: Target Area Range: 1 Energy: 14 Cooldown: 12 | Delivers a strike to three adjacent tiles with +96% Knockback Chance and +63% 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. |
![]() | 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. |
![]() | Maneuver Type: No Target Range: 1 Energy: 20 Cooldown: 28 | Activates 5 stacks of "Offensive Tactic" for 6 turns (+1 turn for each enemy within Vision): +2% Crit Chance +3% Accuracy -3% Fumble Chance -3% Skills Energy Cost -3% Cooldowns Duration Basic strikes, shots, and using Attack skills reduce the number of stacks (no more than once per turn). Killing enemies increases the number of stacks by 2 (up to VI). While affected by "Offensive Tactic", using "Defensive Tactic" doesn't take a turn. Only one "Tactic" can be active at a time. |
![]() | Maneuver Type: No Target Energy: 30 Cooldown: 30 | Activates "Thirst for Battle" for 8 turns. Each missing percent of Health grants: +0.4% Weapon Damage +0.2% Crit Chance +0.5% Crit Efficiency +0.25% Life Drain +0.4% Energy Drain The effect's power changes dynamically depending on the current Health. Critical strikes and shots prolong the effect's duration by 1 turn (up to 8). The first strike received on the same turn as using the skill is guaranteed to trigger a counter. |
![]() | Attack / Maneuver Type: Target Area Range: 1 Energy: 14 Cooldown: 14 | Delivers a strike to three adjacent tiles with -49% Weapon Damage and +102% 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 3% Max Energy and grants +6% Energy Restoration for 5 turns for each enemy hit by the strike. |
![]() | 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. |
![]() | 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. |
![]() | 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 | 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' Will to Fight by +33%. |
![]() | 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 Mace
See also
Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14
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