Skeleton Knight (Two-Handed Mace)

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Skeleton Knight
Level 20 Undead
Skeleton Knight (Two-Handed Mace)
Health: 150
Energy: 100

Damage
28 Crushing
10 Unholy

Protection
Head 8
Body 12
Arms 6
Legs 6

Resistances
Physical 50%
Nature 35%
Slashing 50%
Piercing 60%
Crushing 30%
Rending 50%
Fire 35%
Frost 35%
Shock 20%
Poison 235%
Caustic 35%
Sacred -50%

Defensive stats
Block Chance 0%
Bleed Res. 200%
Control Res. 50%
Block Power 0
Pain Res. 100%
Move Res. 20%
Dodge Chance 0%

Offensive stats
Crit Chance 20%
Accuracy 75%
Counter Chance 0%
Stun Chance 20%
Knockb. Chance 50%
Life Leech 0%
Vision 7
Magic Power 100%
Crit Efficiency ×1
Bleed Chance 0%
Fumble Chance 25%
Daze Chance 50%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Armor Pen. 50%

Attributes
STR
AGL
PRC
VIT
WIL

22
18
14
12
6

Miscellaneous
Faction:
Undead
Size:
medium
XP:
135

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The people of Aldor bury their warriors in full battle gear, so that they could stand up for themselves in the afterlife. Well, this belief has come true...
Disambig.png For other uses, see Skeleton Knight.
The people of Aldor bury their warriors in full battle gear, so that they could stand up for themselves in the afterlife. Well, this belief has come true...

Skills

SkillBasic StatsDescription
Unstoppable Force
Unstoppable Force
Type:
Target Area
Range:
1
Energy:
12
Cooldown:
8
Delivers a strike to three adjacent targets with +75% Knockback Chance and +75% Armor Damage.

Grants -15% Skills Energy Cost for 3 turns for each enemy Knocked back by this skill.

While under the effect of "Mighty Swing": if the target was Knocked back, its Abilities are put on a 2-3 turn Cooldown.
Mighty Swing
Mighty Swing
Type:
No Target
Energy:
6
Cooldown:
1
Activates "Mighty Swing" for the next turn:

+50% Damage
+75% Stagger Chance
+25% Stun Chance
+50% Bodypart Damage
+50% Armor Damage
Thirst for Battle
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

See also