Slinger (Mace)

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Slinger
Tier 2 Human
Slinger (Mace)
Health: 90
Energy: 85

Damage
17 Crushing

Protection
Head 0
Body 4
Arms 2
Legs 2

Resistances
Physical 7%
Slashing 7%
Piercing 7%
Crushing 7%
Rending 7%

Defensive stats
Block Chance 0%
Bleed Res. 5%
Pain Res. 0%
Block Power 0
Control Res. 5%
Fortitude 0%
Dodge Chance 6%
Move Res. 5%
Crit Avoidance 0%

Offensive stats
Crit Chance 5%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 7
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 10%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 16%
Fumble Chance 23%
Stagger Chance 10%
Magic Power 100%
Armor Pen. 0%
Bodypart Dmg 10%

Attributes
STR: 12
AGL: 12
PRC: 18
VIT: 9
WIL: 9

Miscellaneous
Faction: Brigand
Size: medium
XP: 40

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Slingers are easy to overlook - right up until the first bruising shot reminds their foes otherwise.


Slinger
Tier 2 Human
Slinger (Mace) (Melee)
Health: 90
Energy: 85

Damage
15 Crushing

Protection
Head 0
Body 4
Arms 2
Legs 2

Resistances
Physical 7%
Slashing 7%
Piercing 7%
Crushing 7%
Rending 7%

Defensive stats
Block Chance 0%
Bleed Res. 5%
Pain Res. 0%
Block Power 0
Control Res. 5%
Fortitude 0%
Dodge Chance 6%
Move Res. 5%
Crit Avoidance 0%

Offensive stats
Crit Chance 2%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 10%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 72%
Fumble Chance 22%
Stagger Chance 0%
Magic Power 100%
Armor Pen. 10%
Bodypart Dmg 0%

Attributes
STR: 12
AGL: 12
PRC: 18
VIT: 9
WIL: 9

Miscellaneous
Faction: Brigand
Size: medium
XP: 40

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Slingers are easy to overlook - right up until the first bruising shot reminds their foes otherwise.

Slingers are easy to overlook - right up until the first bruising shot reminds their foes otherwise.

Skills

SkillBasic StatsDescription
Seize the Initiative
Seize the Initiative
Seize the Initiative
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
10
Applies the target with -30% Dodge Chance and -30% Block Chance until the next turn and delivers a strike to its least protected body part with +12% Accuracy and -18% Fumble Chance.

If the target takes 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).
Taking Aim
Taking Aim
Taking Aim
Maneuver
Type:
No Target
Energy:
4
Cooldown:
1
Activates "Taking Aim" for 1 turn:

+59% Accuracy
+10% Weapon Damage
+1 Range

Each enemy within 4 tiles additionally grants to the effect:

+30% Knockback Chance
+30% Immobilization Chance
+30% Stagger Chance

The bonus to Accuracy depends on the number of learned Ranged Weapons abilities.

Removes the effect if not equipped with a ranged weapon.
Constant Practice
Constant Practice
Constant Practice
Passive
Reduces the distance penalty to Accuracy (from -2% per tile to -1%).

Reduces the penalties to Accuracy when shooting over small (from -15% to -10%) and medium-sized obstacles (from -30% to -20%).

Reduces the Accuracy penalty to bows when shooting at adjacent targets (from -50% to -35%) and targets that are 1 tile away (from -25% to -15%).

Possible Loot

See also


Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14