Robber Baron (Two-Handed Sword)
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Robber Baron
Level 20 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
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Robber Baron
Level 20 Human

Health: 200
Energy: 65
Damage
40 Slashing
Protection
Head 24
Body 34
Arms 24
Legs 24
Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -25%
Defensive stats
Block Chance 25%
Bleed Res. 45%
Pain Res. 25%
Bleed Res. 45%
Pain Res. 25%
Block Power 25
Control Res. 50%
Control Res. 50%
Dodge Chance -25%
Move Res. 40%
Move Res. 40%
Offensive stats
Crit Chance 10%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 7
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 7
Crit Efficiency ×1
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 50%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 110%
Fumble Chance 12%
Stagger Chance 50%
Magic Power 100%
Armor Pen. 35%
Fumble Chance 12%
Stagger Chance 50%
Magic Power 100%
Armor Pen. 35%
Attributes
STR: 20
AGL: 14
PRC: 12
VIT: 14
WIL: 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
Skill | Basic Stats | Description |
---|---|---|
Heroic Charge | Type: Target Object Range: 3 Energy: 24 Cooldown: 12 | Performs a charge towards the target and delivers a strike with +80% Stagger Chance. Each traveled tile with the Charge grants the strike +10% Damage and +5% Crit Chance. |
Parry | Type: No Target Energy: 15 Cooldown: 8 | Activates "Parry" for 2 turns: +25% Block Chance +25% Max Block Power +50% Counter Chance Fully replenishes Block Power While "Parry" is active, each blocked strike reduces the skill's cooldown by 2 turns and grants +20% Block Power Recovery for 3 turns, and each counter grants +5% Crit Chance for 5 turns. The effect stacks up to 3 times. |
Arc Cleave | Type: Target Area Range: 1 Energy: 18 Cooldown: 14 | Delivers a strike to file adjacent tiles with +25% Weapon Damage, +70% Stagger Chance, and +50% Bleed Chance. Reduces the ability tree's cooldowns by 3 turns for each enemy within the skill's area of effect and replenishes 5% Max Energy for each enemy Staggered by the strike. |
Seize the Initiative | Type: Target Object Range: 1 Energy: 12 Cooldown: 10 | Delivers a strike to the target's least protected body part. A successful hit grants the attacker 2 stacks of "Seized Initiative": +3% Accuracy +3% Counter Chance -3% Fumble Chance -5% Cooldowns Duration The target is applied with 2 stacks of "Initiative Loss", negatively affecting the same stats. When the attacker uses a targeted or an area of effect skill, they gain a stack of "Seized Initiative" and apply a stack of "Initiative Loss" to the target (up to 5 stacks). When these abilities are used by the target, it removes a stack of "Initiative Loss" from itself and a stack of "Seized Initiative" from the attacker. The effect can only be active on one target at a time as long as it's alive, remains within Vision, and isn't fleeing. |
![]() | Skill with name "Feint Swing" does not exist. Add it to Skill data or fix the Skill name. | Skill with name "Feint Swing" does not exist. Add it to Skill data or fix the Skill name. |
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 | 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. |
Possible Loot
Weapons
Bags
See also