Rogue Witchfinder
Jump to navigation
Jump to search
Rogue Witchfinder
Tier 5 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
![]() |
This article is a stub. You can help Stoneshard wiki by expanding it. |
Rogue Witchfinder
Tier 5 Human

Health: 150
Energy: 110
Damage
25 Piercing
Protection
Head 3
Body 16
Arms 10
Legs 10
Resistances
Physical 25%
Slashing 25%
Piercing 25%
Crushing 25%
Rending 25%
Nature 65%
Fire 65%
Frost 65%
Shock 55%
Poison 65%
Caustic 65%
Magic 65%
Unholy 65%
Arcane 65%
Sacred 65%
Psionic 65%
Defensive stats
Block Chance 17%
Bleed Res. 40%
Pain Res. 30%
Bleed Res. 40%
Pain Res. 30%
Block Power 20
Control Res. 30%
Fortitude 40%
Control Res. 30%
Fortitude 40%
Dodge Chance 65%
Move Res. 40%
Crit Avoidance 45%
Move Res. 40%
Crit Avoidance 45%
Offensive stats
Crit Chance 45%
Counter Chance 60%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 10%
Vision 1
Counter Chance 60%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 10%
Vision 1
Crit Efficiency ×1.25
Bleed Chance 35%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 35%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 116%
Fumble Chance -8%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 45%
Bodypart Dmg 20%
Fumble Chance -8%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 45%
Bodypart Dmg 20%
Attributes
STR: 15
AGL: 26
PRC: 23
VIT: 11
WIL: 15
Miscellaneous
Faction: Brigand
Size: medium
XP: 375
Show moreShow less
All too often, faith is nothing more than a noble facade for other, far baser impulses...
“ | All too often, faith is nothing more than a noble facade for other, far baser impulses... | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Double Lunge | Attack Type: Target Object Range: 1 Energy: 10 Cooldown: 8 | Delivers two strikes with +20% Weapon Damage and +10% Bodypart Damage. If this skill kills its target or both strikes deal damage, reduces the skill's Cooldown by 3 turns. |
Deadly Trick | Attack / Maneuver Type: Target Object Range: 1 Energy: 16 Cooldown: 14 | With 120% chance swaps places with the target. If the swap is successful, grants +15% Counter Chance and +25% Bleed Chance for 2 turns. Then delivers a strike with +20% Weapon Damage, +75% Stagger Chance, +10% Crit Chance, and +100% Energy Drain. |
Coup de Grace | Attack Type: Target Object Range: 1 Energy: 20 Cooldown: 20 | Delivers a strike to the target's body or head with +20% Armor Penetration, +20% Bodypart Damage for each Bleeding affecting the target, and +1.5% Weapon Damage for each missing percent of its Health. If the strike kills its target, it doesn't take a turn, and grants +25% Crit Chance for 4 turns. |
Dash | Charge Type: Target Tile Range: 4 Energy: 26 Cooldown: 20 | Performs a charge towards the targeted tile. Grants the skill -1 Range for each adjacent enemy(down to 2 range. If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns. |
Seal of Shackles | Spell Type: Target Object Range: 5 Energy: 32 Cooldown: 32 | Applies the target with "Seal of Shackles" for 6 turns: -50% Energy Restoration +100% Abilities Energy Cost +100% Cooldown Duration +25% Fumble Chance +25% Backfire Chance Using abilities deals Arcane Damage equal to 25% of the Energy spent. |
Elusiveness | Maneuver Type: No Target Energy: 16 Cooldown: 24 | Activates 5 stacks of "Elusiveness" for 6 turns: +6% Dodge Chance -3% Damage Taken Each dodge as well as recieved fumbled strikes and shots prelong the effect's duration by 1 turn (up to 6) but reduce its number of stacks. Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V). Applies all adjacent enemies with +10% Fumble Chance for 4 turns. The effect doesn't stack. |
Dagger Throw | Active Type: Target Object Range: 6 Cooldown: 549 | Throws a dagger, dealing 23 Piercing Damage with 93% Accuracy, 13.3% Crit Chance, and 50% Armor Penetration. |
Net Throw | Maneuver Type: Target Object Range: 4 Energy: 12 Cooldown: 999 | Throws a hunting net with 88% Acurracy. If it hits the target, applies it with "Net" for 6 turns: +30% Fumble Chance -25% Dodge Chance -50% Block Chance -50% Counter Chance +30% Backfire Chance |
Dissipation | Passive | Each point of received Magic or Nature Damage, replenishes 1 Energy and grants +1% Magic or Nature Resistance for 5 turns. The effect stacks up to 20 times. |
Disengage | Passive | Reduces the chance of triggering attacks of opportunity (from 50% to 25%). Grants +0.2% Magic Resistance and +0.2 Nature Resistance for each 1% Dodge Chance Applies all adjacent enemies with +3% Fumble Chance, -3% Accuracy, and -3% Crit Chance. |
Sprint Training | Passive | Grants +1 Range, -30% Energy Cost, and -30% Cooldown Duration to all Charge skills. |
Counterattack Mastery | Passive | Dagger strikes grant +5% Counter Chance for 6 turns. The effect stacks up to 4 times. Grants dagger counters +33% Weapon Damage. |
Peak Performance | Passive | Grants +10% Weapon Damage, +10% Dodge Chance and -10% Cooldowns Duration if Energy is above 50%. |
Danse Macabre | Passive | Critical dagger strikes grant +4% Dodge Chance for 8 turns and applies their target with +5% Damage Taken and -5% Bleed Resistance for 8 turns The effect stacks up to 4 times. |
Possible Loot
TODO
See also
Page last edited during patch: 0.9.2.3 | Data Page last updated in: 0.9.2.3
|