Robber Baron (Mace)

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Robber Baron
Level 20 Human
Robber Baron (Mace)
Health: 200
Energy: 65

Damage
34 Crushing

Protection
Head 28
Body 30
Arms 20
Legs 20

Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -25%

Defensive stats
Block Chance 35%
Bleed Res. 45%
Control Res. 50%
Block Power 50
Pain Res. 25%
Move Res. 40%
Dodge Chance -25%

Offensive stats
Crit Chance 25%
Accuracy 90%
Counter Chance 0%
Stun Chance 33%
Knockb. Chance 0%
Life Leech 0%
Vision 7
Magic Power 100%
Crit Efficiency ×1.33
Bleed Chance 0%
Fumble Chance 22%
Daze Chance 50%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 40%

Attributes
STR
AGL
PRC
VIT
WIL

18
14
12
16
10

Miscellaneous
Faction:
Brigand
Size:
medium
XP:
180

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Rather than living off their subjects' taxes, some noblemen find it much more profitable and exciting to put together a gang and start razing neighboring lands.
Rather than living off their subjects' taxes, some noblemen find it much more profitable and exciting to put together a gang and start razing neighboring lands.

Skills

SkillBasic StatsDescription
Finish Off
Finish Off
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
12
Delivers a strike to the head with +45% Damage and +80% Stagger Chance.

If the enemy is Dazed, grants the strike +10% Damage for each remaining turn of Daze and prolongs it by 4 turns.

If the enemy is Stunned, grants the strike +30% Damage for each remaining turn of the Stun and prolongs it by 1 turn.

Puts all enemy Abilities on Cooldown.
Shield Bash
Shield Bash
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
12
Delivers a shield strike, spending 20% Max Block Power to deal it as 4 Crushing Damage with 50% chance to Daze the target for 3 turns and 6% to deal Critical Damage.

If this strike fails to Daze its target, grants the attacker +10% Block Power Recovery for 3 turns and applies the target with -10% Control Resistance for 3 turns.

When using a light shield reduces the skill's Cooldown by 50%.
When using a heavy shield increase the skill's Energy Cost by 50%.
Armor Break
Armor Break
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
10
Deliver a strike with +80% Stagger Chance, +20% Armor Penetration and +150% Armor Damage.

If the enemy is Dazed, grants the strike +10% Armor Damage for each remaining turn of the Daze.
If the enemy is Stunned, grants the strike +30% Armor Damage for each remaining turn of the Stun.

Applies the enemy with +15% Damage Taken and -10% Control Resistance for 3 turns.

Reduces active Cooldowns for this ability tree by 2 turns.
Raise Shield
Raise Shield
Type:
No Target
Range:
1
Energy:
8
Cooldown:
8
Activates the following effect for 2 turns:

+25% Move Resistance
+8% Block Chance
+10% Block Power
Replenishes 50% Block Power
Reduces Dodge Chance to zero.

The bonus Block Chance scales with the equipped shield's Base Block Chance.

When using a light shield, this skill additionally grants +35% Counter Chance and doesn't penalize Dodge Chance.
Adrenaline Rush
Adrenaline Rush
Type:
No Target
Energy:
10
Cooldown:
90
Replenishes 13% Max Energy, decreases Pain by -15%, and grants the following effect for 3 turns:

-30% Damage Taken
-50% Skills Energy Cost
+50% Energy Restoration
+25% Crit Chance
+50% Pain Resistance
Each turn reduces all active Cooldowns by 1 turn.

Each enemy within 3 tiles increases the effect's duration by 2 turns.
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.
Onslaught
Onslaught
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
12
Delivers a strike, with +90% Knockback Chance and Burns 25% of the target's Max Energy.

If the first strike successfully inflicts Knockback, the attacker moves forward and delivers another strike with -10% Damage and +80% Daze Chance.

If target isn't Knocked back, the skill's Cooldown is reduced by 5 turns.

Possible Loot

Weapons

Armor

See also