Robber Baron (Two-Handed Mace)

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Robber Baron
Tier 5 Human
Robber Baron (Two-Handed Mace)
Health: 200
Energy: 125

Damage
38 Crushing

Protection
Head 22
Body 20
Arms 20
Legs 20

Resistances
Physical 45%
Slashing 45%
Piercing 45%
Crushing 45%
Rending 45%
Shock -25%

Defensive stats
Block Chance 23%
Bleed Res. 50%
Pain Res. 50%
Block Power 28
Control Res. 72%
Fortitude 30%
Dodge Chance -20%
Move Res. 50%
Crit Avoidance 60%

Offensive stats
Crit Chance 23%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 70%
Life Leech 0%
Vision 0
Crit Efficiency ×1.3
Bleed Chance 0%
Daze Chance 70%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 97%
Fumble Chance -3%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 65%
Bodypart Dmg 40%

Attributes
STR: 30
AGL: 11
PRC: 15
VIT: 23
WIL: 11

Miscellaneous
Faction: Brigand
Size: medium
XP: 300

Show moreShow less
Rather than living off their subjects' taxes, certain noblemen find it more profitable and exciting to put together a gang and begin 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 land.

Mini-boss Hint

Could be a noble, could be a pretender, hard to tell for sure. What is indisputable, though, is his men's iron discipline — no one in the gang dares to challenge their "lord".

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
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 +50% Stun Chance and +25% Bodypart Damage.

If affected by "Mighty Swing", grants the strike +50% Stagger Chance and +50% Immobilization 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 +70% Knockback Chance and +60% 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.
Thirst for Battle
Thirst for Battle
Thirst for Battle
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.
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.
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).
Battering Ram
Battering Ram
Battering Ram
Attack / Charge
Type:
Target Object
Range:
3
Energy:
26
Cooldown:
24
Performs a charge towards the target and deals 5 Crushing Damage with 100% Accuracy and 100% Stagger Chance.

The Damage depends on the equipped chestpiece's Protection.

If equipped with a light chestpiece, grants the skill +1 Range and also grants 2.5% Weapon Damage for 2 turns.

If equipped with a medium chestpiece and the skill Staggers its target, grants -25% Cooldowns Duration for 2 turns.

If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 100% Stun Chance.
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.
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.
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.
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.
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.

Possible Loot

See also

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