Hired Sorcerer (Electromancer)

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Hired Sorcerer
Tier 3 Human
Hired Sorcerer (Electromancer)
Health: 80
Energy: 135

Damage
16 Crushing
3 Shock

Protection
Head 0
Body 3
Arms 2
Legs 3

Resistances
Physical 5%
Slashing 5%
Piercing 5%
Crushing 5%
Rending 5%
Shock 15%

Defensive stats
Block Chance 0%
Bleed Res. 0%
Pain Res. 0%
Block Power 0
Control Res. 0%
Fortitude -10%
Dodge Chance 12%
Move Res. 0%
Crit Avoidance 0%

Offensive stats
Crit Chance 3%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 15%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 77%
Fumble Chance 20%
Stagger Chance 0%
Magic Power 110%
Armor Pen. 5%
Bodypart Dmg 10%

Attributes
STR: 10
AGL: 13
PRC: 16
VIT: 10
WIL: 16

Miscellaneous
Faction: Brigand
Size: medium
XP: 60

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This wandering sorcerer isn't encumbered by a strict moral code and is willing to offer his services to anyone, as long as the payment is right.
This wandering sorcerer isn't encumbered by a strict moral code and is willing to offer his services to anyone, as long as the payment is right.

Skills

SkillBasic StatsDescription
Jolt
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
Short Circuit
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.
Impulse
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".
Residual Charge
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.
Dissipation
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.

Possible Loot

TODO

See also

Page last edited during patch: 0.9.2.13 | Data Page last updated in: 0.9.3.9