Rogue Knight
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Rogue Knight
Tier 4 Human

Health: 165
Energy: 90
Damage
27 Slashing
Protection
Head 12
Body 16
Arms 16
Legs 14
Resistances
Physical 40%
Slashing 40%
Piercing 40%
Crushing 40%
Rending 40%
Shock -20%
Defensive stats
Block Chance 45%
Bleed Res. 40%
Pain Res. 50%
Bleed Res. 40%
Pain Res. 50%
Block Power 55
Control Res. 40%
Fortitude 50%
Control Res. 40%
Fortitude 50%
Dodge Chance -10%
Move Res. 40%
Crit Avoidance 50%
Move Res. 40%
Crit Avoidance 50%
Offensive stats
Crit Chance 10%
Counter Chance 20%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 20%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.2
Bleed Chance 30%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 33%
Bonus Range 0
Bleed Chance 30%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 33%
Bonus Range 0
Accuracy 85%
Fumble Chance 7%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Fumble Chance 7%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 25%
Bodypart Dmg 25%
Attributes
STR: 25
AGL: 11
PRC: 14
VIT: 25
WIL: 11
Miscellaneous
Faction: Brigand
Size: medium
XP: 240
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Only two things can turn a knight into a mercenary or a brigand: boredom and poverty.
| “ | Only two things can turn a knight into a mercenary or a brigand: boredom and poverty. | „ |
Mini-boss Hint
| “ | A landless knight who has decided to try his luck as a highwayman. A few years ago, it might have been worthwhile to capture him alive, but now it's simpler to just kill him on the spot. | „ |
Skills
| Skill | Basic Stats | Description |
|---|---|---|
![]() | Attack / Charge Type: Target Object Range: 4 Energy: 20 Cooldown: 14 | Performs a Charge towards the target and delivers a strike with +26% Weapon Damage and +11% Armor Penetration. If the strike does damage, applies the target with -17% Bleed Resistance and +10% Damage Taken for 4 turns. |
![]() | Attack Type: Target Area, 3 Tiles Range: 1 Energy: 10 Cooldown: 8 | Delivers a strike to three adjacent targets with +26% Bodypart Damage and +57% Bleed Chance. Grants +5% Counter Chance for 5 turns for each enemy hit by the strike. The effect stacks up to 3 times. |
![]() | Maneuver Type: No Target Range: 1 Energy: 8 Cooldown: 10 | Activates "Raise Shield" for 3 turns: +10% Block Chance +15% Max Block Power -200% Dodge Chance The bonus to Block Chance depends on the equipped shield's Block Chance. If equipped with a light shield, replenishes 20% Max Block Power, grants the effect +10% Counter Chance, and doesn't penalize Dodge Chance. If equipped with a heavy shield, grants +10% Energy Restoration for 3 turns. |
![]() | Maneuver Type: Target Object Range: 1 Energy: 16 Cooldown: 12 | Deals 8 Crushing Damage with 100% Accuracy, 0% Crit Chance, 40% Daze Chance, and 80% Knockback Chance. Replenishes 15% Max Block Power. If equipped with a light shield, grants the skill -25% Cooldown Duration. If equipped with a heavy shield, replenishes Block Power for 25% of the damage dealt by the strike. |
![]() | Maneuver Type: No Target Range: 1 Energy: 12 Cooldown: 12 | Activates "Hold the Line!" for 7 turns: -4% Damage Taken +4% Block Power Recovery +7% Counter Chance +10% Move Resistance +10% Control Resistance Using this ability tree's skills grants 2 stacks of the effect (up to IV) but reduces its duration by 1 turn. Each received hit prolongs the effect's duration by 1 turn (up to 10) but reduce its number of stacks (no more than once per turn). If equipped with a light shield, grants the skill -25% Cooldown Duration. If equipped with a heavy shield, grants an extra stack of the effect upon activation. |
![]() | Maneuver Type: No Target Energy: 12 Cooldown: 8 | Grants 15% Dodge chance and 15% Block chance for 2 turns. Activates "Brace for Impact!" until the next turn. While the effect is active, grant all received strikes: +25% Fumble Chance -10% Accuracy -50% Armor Penetration -100% Crit Chance If equipped with a light chestpiece, grants the skill -50% Energy Cost and -50% Cooldown Duration. If equipped with a heavy chestpiece, grants the skill +100% Cooldown Duration. |
![]() | Passive | Sword hits grants +5% Bleed Chance and +3% Armor Penetration for 5 turns. The effect stacks up to 5 times. |
![]() | Passive | Using the ability tree's skills grants +5% Weapon Damage and +4% Counter Chance for 5 turns. The effect stack up to 3 times. Damaging counters replenish +5% Max Block Power. |
![]() | Passive | Full blocks replenish 5% Max Energy and reduce the ability tree's cooldowns by 1 turn. Partial blocks grant -5% Damage Taken for 6 turns. The effect stacks up to 2 times. |
![]() | 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
TODO
See also
Page last edited during patch: 0.9.3.9 | Data Page last updated in: 0.9.3.9
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