Difference between revisions of "Hired Sorcerer"

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==Skills==
==Skills==
{{SkillTable/head|enemy skills=1}}
{{SkillTable/head|enemy skills=1}}
{{SkillTable/row|Ring of Fire}}
{{SkillTable/row|Seal of Power}}
{{SkillTable/row|Blaze}}
{{SkillTable/row|Fire Barrage}}
{{SkillTable/row|Fire Barrage}}
{{SkillTable/row|Jolt}}
{{SkillTable/end}}
{{SkillTable/end}}



Revision as of 00:16, 23 June 2023


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Hired Sorcerer
Level 8 Human
Hired Sorcerer
Health: 90
Energy: 130

Damage
12 Crushing
4 Fire

Protection
Head 0
Body 2
Arms 1
Legs 1

Resistances
Physical 5%
Slashing 5%
Piercing 5%
Crushing 5%
Rending 5%
Fire 20%
Magic 10%
Unholy 10%
Arcane 10%
Sacred 10%
Psionic 10%

Defensive stats
Block Chance 5%
Bleed Res. 5%
Pain Res. 0%
Block Power 10
Control Res. 0%
Fortitude 0%
Dodge Chance 5%
Move Res. 0%

Offensive stats
Crit Chance 0%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 9
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 80%
Fumble Chance 15%
Stagger Chance 0%
Magic Power 120%
Armor Pen. 10%
Bodypart Dmg 0%

Attributes
STR: 8
AGL: 9
PRC: 12
VIT: 10
WIL: 17

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

Show moreShow less
This wandering sorcerer isn't encumbered by a strict moral code, willing to offer his services to anyone as long as the payment is right.
This wandering sorcerer is unencumbered by a strict moral code, so he is willing to offer his services to anyone for the right amount of coin.

Skills

SkillBasic StatsDescription
Seal of Power
Seal of Power
Spell
Type:
No Target
Energy:
18
Cooldown:
20
Activates Seal of Power for 5 turns:

+20% Magic Power
+10% Weapon Damage
+1 Bonus Range

Casting specialized spells transforms "Seal of Power" into the Seal of a corresponding Magic School and prolongs the effect´s duration by 3 turns (up to 9).

Pyromancy: +15% Pyromantic Power, +25% Weapon Damage, dealt as Fire, +5% Miracle Chance, +5% Crit Chance

Electromancy: +15% Electromantic Power, +25% Weapon Damage, dealt as Shock, -5% Backfire Chance, -5% Fumble Chance
Geomancy: +15% Geomantic Power, -15% Damage Taken, +15% Block Chance, -5% Backfire Damage Change

Casting Magic Mastery spells activates the original Seal.
Fire Barrage
Fire Barrage
Spell
Type:
Target Tile
Range:
5
Energy:
8
Cooldown:
3
Launches a series of three firebolts at the target, each dealing 6 Fire Damage.

Firebolt deals +50% Damage to Burning targets.
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

Jewelry

Scrolls

See also