Brigand Electromancer

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Brigand Electromancer
Level 15 Human
Brigand Electromancer
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%
Block Power 15
Control Res. 10%
Fortitude 0%
Dodge Chance 10%
Move Res. 0%

Offensive stats
Crit Chance 5%
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
Accuracy 90%
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

SkillBasic StatsDescription
Chain Lightning
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.
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".
Tempest
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.
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.
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

Possible Loot

Weapons

Medicine

See also