Hired Sorcerer (Electromancer)
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Hired Sorcerer
Tier 3 Human

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