Robber Baron (Two-Handed Mace)
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Robber Baron
Tier 5 Human
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%
Bleed Res. 50%
Pain Res. 50%
Block Power 28
Control Res. 72%
Fortitude 30%
Control Res. 72%
Fortitude 30%
Dodge Chance -20%
Move Res. 50%
Crit Avoidance 60%
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
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
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%
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
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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
| 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 / 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. |
![]() | 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. |
![]() | 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 -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. |
![]() | 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). |
![]() | 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. |
![]() | 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 | 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 | 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 | 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. |
![]() | 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
- Weapons
- (100%) Tier 3-4 Two-Handed Mace
- Jewelry
- Consumable
- (10%) Smoked Ham, Brynn Vermouth, Mannshire Fortified, Brandy, Healing Salve or Antitoxin
- Books
- Bags
See also
Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9
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