Brigand Electromancer
Revision as of 02:38, 15 December 2023 by Lucid Tavi (talk | contribs) (→Skills: Added Residual Charge, Unlimited Power and Inner Reserves. Reorganised skill order to match in-game inspected page)
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Brigand Electromancer
Level 15 Human
Health: 110
Energy: 160
Damage
20 Crushing
5 Shock
Protection
Head 2
Body 2
Arms 2
Legs 4
Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%
Nature 10%
Fire 10%
Frost 10%
Shock 60%
Poison 10%
Caustic 10%
Magic 33%
Unholy 33%
Arcane 33%
Sacred 33%
Psionic 33%
Defensive stats
Block Chance 5%
Bleed Res. 15%
Pain Res. 0%
Bleed Res. 15%
Pain Res. 0%
Block Power 15
Control Res. 10%
Fortitude 0%
Control Res. 10%
Fortitude 0%
Dodge Chance 10%
Move Res. 0%
Move Res. 0%
Offensive stats
Crit Chance 5%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 15%
Life Leech 0%
Vision 9
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 15%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 90%
Fumble Chance 16%
Stagger Chance 15%
Magic Power 140%
Armor Pen. 15%
Bodypart Dmg 0%
Fumble Chance 16%
Stagger Chance 15%
Magic Power 140%
Armor Pen. 15%
Bodypart Dmg 0%
Attributes
STR: 8
AGL: 8
PRC: 14
VIT: 10
WIL: 22
Miscellaneous
Faction: Brigand
Size: medium
XP: 150
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Not every sorcerer manages to find themselves a place at the Academy or a noble court, which often leads them down the path of crime.
“ | Some sorcerers fail to find their place at the noble court, ending up as criminals. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Jolt | Spell Type: Target Tile Range: 7 Energy: 10 Cooldown: 2 | Deals 6 Shock Damage to the target with 35% chance to Knock it back and 70% chance to apply "Resonance" for 8 turns: -20% Shock Resistance -7.5% Move Resistance -5% Control Resistance +10% Cooldowns Duration |
Impulse | Spell Type: Target Area Range: 1 Energy: 20 Cooldown: 10 | Deals 10 Shock Damage to all adjacent targets with 40% chance to Knock them back. If the spell fails to inflict Knockback, it applies Stagger for 1 turn. Has 85% chance to apply affected targets with "Impulse" for 8 turns: -25% Shock Resistance -15% Move Resistance -10% Control Resistance +20% Cooldowns Duration Each turn deals 2 Shock Damage with 15% chance to inflict Knockback. Targets affected by "Impulse" count as Resonating, and the effect´s duration is prolonged by additional applications of "Resonance". |
Short Circuit | Spell Type: No Target Energy: 24 Cooldown: 14 | Deals 6 Shock Damage to all Resonating targets within Vision. The damage increases by 25% for each Resonating target within Vision. Has 40% chance to Daze affected targets. If Resonating targets are adjacent, the damage to them is doubled. |
Chain Lightning | Spell Type: Target Object Range: 6 Energy: 36 Cooldown: 16 | Deals 12 Shock Damage to the target, then jumps to a closest Resonating target within 8 tiles, prolonging the duration of its "Resonance" by 3 turns. Has 60% chance to apply Stagger, and reduces the ability tree's active Cooldowns by 2 turns for each affected target. The lightning can strike each individual target only once per cast. |
Tempest | Spell Type: Target Object Range: 6 Energy: 60 Cooldown: 30 | Summons a lightning to strike the target, then summons additional lightnings to strike 2 more enemies within Vision, prioritizing the ones affected by Resonance. Deals 10 Shock Damage and removes "Resonance", with 20% chance Stunning the target. The damage and Stun chance increase by 5% for each remaining turn of the removed "Resonance". For each Stun applied by this spell, summons an additional lightning to strike a random target within Vision. Instantly kills enemies at or below 20% Max Health if their current Health is equal to or lower than 50. |
Residual Charge | Passive | Grants +5% Weapon Damage. Casting the ability tree's spells grants melee attacks +15% Weapon Damage, dealt as Shock, for 6 turns. For each Ability Point invested into Electromancy, these empowered attacks apply their target with -0.5% Shock Resistance for 6 turns. Natural lightning strikes occuring within Vision grant the character +10% Electromantic Power for 240 turns. |
Unlimited Power | Passive | Grants +0.1% Magic Power for each remaining percent of Max Energy and +0.1% Energy Restoration for each missing percent. |
Inner Reserves | Passive | Once per 30 turns replenishes 20% Max Energy when Energy drops below 15%. |
Possible Loot
Weapons
Amulets
Rings
Scrolls
Books
Medicine
Purse with few coins.
See also