Robber Baron (Two-Handed Sword)

From Stoneshard wiki
Jump to navigation Jump to search

This article is a stub. You can help Stoneshard wiki by expanding it.


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

Damage
40 Slashing

Protection
Head 20
Body 22
Arms 20
Legs 20

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

Defensive stats
Block Chance 34%
Bleed Res. 50%
Pain Res. 50%
Block Power 40
Control Res. 72%
Fortitude 30%
Dodge Chance -20%
Move Res. 50%
Crit Avoidance 60%

Offensive stats
Crit Chance 23%
Counter Chance 25%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.35
Bleed Chance 60%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 103%
Fumble Chance -8%
Stagger Chance 70%
Magic Power 100%
Armor Pen. 55%
Bodypart Dmg 45%

Attributes
STR: 23
AGL: 15
PRC: 19
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 lands.

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
Hewing Strike
Hewing Strike
Hewing Strike
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
8
Delivers a strike to one of the target's hands with +62% Bleed Chance and +25% Bodypart Damage.

If the strike does damage, applies the target with -21% Move Resistance and -21% Bleed Resistance for 4 turns.

Doubles the skill's effects if the target is Staggered.

Successful two-handed sword counters reduce the skill's cooldown by 1 turn.
Heroic Charge
Heroic Charge
Heroic Charge
Attack / Charge
Type:
Target Object
Range:
3
Energy:
26
Cooldown:
24
Performs a charge towards the target and delivers a strike with +92% Stagger Chance.

Each tile traveled with the charge grants the strike +10% Weapon Damage and +5.5% Crit Chance.
Parry
Parry
Parry
Maneuver
Type:
No Target
Energy:
18
Cooldown:
10
Activates "Parry" for 3 turns:

+21% Block Chance
+11% Max Block Power
+20% 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 +3% Crit Chance for 5 turns.

The effect stacks up to 3 times.
Seize the Initiative
Seize the Initiative
Seize the Initiative
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Applies the target with -20% Dodge Chance and -20% Block Chance until the next turn and delivers a strike to its least protected body part with +10% Accuracy and -10% Fumble Chance.

If the strike does damage, activates "Seized Initiative" for 2 turns:

+5% Accuracy
-5% Fumble Chance
-10% Cooldowns Duration
-10% Skills Energy Cost

Also applies the target with "Initiative Loss" for 2 turns, which penalizes the same stats.

Damaging strikes and shots prolong the duration of both effects by 1 turn.

"Initiative Loss" can only be active on one target at a time.

Grants the skill +1 Range (if equipped with a spear) or sets its Range to that of the weapon (if equipped with a ranged weapon).
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:

+0.5% Weapon Damage
+0.25% Crit Chance
+0.5% Crit Efficiency
+0.33% Life Drain
+0.5% Energy Drain

The effect's power changes dynamically depending on the current Health.

Critical strikes and shots prelong 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.
Unyielding Defense
Unyielding Defense
Unyielding Defense
Maneuver
Type:
Target Tile
Range:
1
Energy:
14
Cooldown:
10
Repositions to an adjacent tile and activates "Unyielding Defense" for 8 turns:

+10% to all body parts' Protection (no less than 1)
+10% Control Resistance
+3% Block Power Recovery
+5% Block Chance or +5% Dodge Chance (the priority is given to the highest Stat).

Each received strike grants an extra stack of the effect (up to V).
Arc Cleave
Arc Cleave
Arc Cleave
Attack
Type:
Target Area
Range:
1
Energy:
20
Cooldown:
20
Delivers a strike to five adjacent tiles with +20% Weapon Damage, +61% Stagger Chance, and +42% Bleed Chance.

Reduces the ability tree's cooldowns by 1 turns for each enemy hit by the strike and replenishes 5% Max Energy for each enemy Staggered by the strike.
Battering Ram
Battering Ram
Battering Ram
Attack / Charge
Type:
Target Tile
Range:
3
Energy:
24
Cooldown:
30
Performs a charge towards the target and deals 3 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 -50% Cooldown Duration and +1 Range and also grants 2.5% Weapon Damage for 2 turns after using the skill.

If equipped with a heavy chestpiece, grants the skill -1 Range and replaces its Stagger Chance with 95% Stun Chance.
Revanche
Revanche
Revanche
Passive
Two-handed sword counters replenish 5% Max Energy and grant -10% Skills Energy Cost for 2 turns.

The effect stacks up to 2 times.
Battle-Forged
Battle-Forged
Battle-Forged
Passive
Using Stances and Maneuvers grants -20% 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 6 turns for each traveled tile.

If equipped with a heavy chestpiece, remaining on the same tile grants -3% Energy Cost for 6 turns.

Both effects stack up to 5 times.
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.
Fight to the Death
Fight to the Death
Fight to the Death
Passive
Consecutive two-handed sword hits against the same target grant +8% Stagger Chance and +4% Counter Chance for 5 turns.

Each received strike grants +4% Block Chance and +5% Block Power Recovery for 5 turns.

Both effects stack up to 3 times.

Possible Loot

See also

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