Anointed

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Anointed
Tier 5 Vampire
Anointed
Health: 165
Energy: 290

Damage
16 Crushing
7 Unholy

Protection
Head 3
Body 4
Arms 0
Legs 0

Resistances
Physical 18%
Slashing 18%
Piercing 18%
Crushing 18%
Rending 18%
Nature 52%
Fire 52%
Frost 52%
Shock 52%
Poison 52%
Caustic 52%
Magic 52%
Unholy 118%
Arcane 52%
Sacred -14%
Psionic 52%

Defensive stats
Block Chance 9%
Bleed Res. 26%
Pain Res. 99%
Block Power 18
Control Res. 45%
Fortitude 33%
Dodge Chance 18%
Move Res. 20%
Crit Avoidance 18%

Offensive stats
Crit Chance 5%
Counter Chance 5%
Stun Chance 0%
Knockb. Chance 40%
Life Leech 13%
Vision 20
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 30%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 13
Accuracy 92%
Fumble Chance 7%
Stagger Chance 0%
Magic Power 166%
Armor Pen. 10%
Bodypart Dmg 10%

Attributes
STR: 15
AGL: 19
PRC: 23
VIT: 11
WIL: 23

Miscellaneous
Faction: Vampire
Size: medium
XP: 100

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The prophets marked by the Court itself can no longer be called either men or beasts: their mangled sermons are understood only by monstrosities akin to them.
The prophets marked by the Court itself can no longer be called either men or beasts: their mangled sermons are understood only by monstrosities akin to them.

Skills

SkillBasic StatsDescription
Summon Thrall
Summon Thrall
Summon Thrall
Spell
Type:
Target Tile
Range:
9
Energy:
35
Cooldown:
27
Summons a Thrall on the targeted tile.

Only 3 Thralls can be summoned simultaneously.
Summon Spitter Worm
Summon Spitter Worm
Summon Spitter Worm
Spell
Type:
Target Tile
Range:
9
Energy:
23
Cooldown:
13
Summons a Spitter Worm on the targeted tile.
Draining Sigil
Draining Sigil
Draining Sigil
Spell
Type:
Target Tile
Range:
6
Energy:
23
Cooldown:
17
Creates three Runes: one on the target's tile and two more on the tiles adjacent to it. The Runes persist for 9 turns or until the caster's death.

Remaining on the Runes deals 9 Unholy Damage with 29% Immobilization Chance and permanently increases the caster's Max Health by 6%.

The Runes don't harm Proselytes, instead replenishing 9% Max Health to them.
Mark of the Feast
Mark of the Feast
Mark of the Feast
Spell
Type:
Target Object
Range:
9
Energy:
16
Cooldown:
10
Applies the target with "Mark of the Feast" for 3 turns:

-26% Bleed Resistance
-13% Dodge Chance

Grants all received strikes +9% Life Drain.

Receiving a Bleeding prolongs the effect's duration by 1 turn.
Sacrificial Blood
Sacrificial Blood
Sacrificial Blood
Spell
Type:
Target Object
Range:
9
Energy:
16
Cooldown:
10
Applies the target with "Sacrificial Blood", which remains active until the caster's death.

Using spells against a target with this effect grants +6% Magic Power and +6% Healing Efficiency (both effects stack up to 6 times), replenishes 6% Max Energy, and reduces all cooldowns by 1 turn.
Life Leech
Life Leech
Life Leech
Spell
Type:
Target Object
Range:
2
Energy:
23
Cooldown:
7
Deals 9 Unholy Damage.

Replenishes Health for the amount of damage dealt. If Health is at 100%, increases its maximum amount for 9 turns instead.
Bloodthirst
Bloodthirst
Bloodthirst
Attack
Type:
Target Object
Range:
1
Energy:
10
Cooldown:
13
Delivers a strike with +27% Life Drain and +27% Bleed Chance.

If target takes damage, replenishes 6% Max Health and activates "Vampiric Blood" for 3 turns:

+9% Life Drain
Replenishes 3% Max Health and 3% Max Energy.
Seal of Power
Seal of Power
Seal of Power
Spell
Type:
No Target
Energy:
24
Cooldown:
20
Activates Seal of Power for 5 turns:

+15% Magic Power
+2 Arcane Damage to strikes and shots
+1 Bonus Range

Using spells transforms the effect into a "Seal" of a corresponding School and prolongs its duration by 3 turns (up to 9).

Pyromancy: +15% Pyromantic Power, +5 Fire Damage to strikes and shots, +3% Miracle Chance, +3% Crit Chance
Electromancy: +15% Electromantic Power, +5 Shock Damage to strikes and shots, -4% Backfire Chance, -4% Fumble Chance
Geomancy: +15% Geomantic Power, -10% Damage Taken, +10% Damage Reflection, -5% Backfire Damage Change
Arcanistics: +15% Arcanistic Power, +5 Arcane Damage to strikes and shots, and -7% Abilities Energy Cost.

Using the ability tree's spell transforms the effect back into "Seal of Power".
Hail of Blows
Hail of Blows
Hail of Blows
Attack
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers two strikes with -11% Weapon Damage, 70% Stagger Chance, and -5% Accuracy.

Grants +61% Energy Drain to the first strike and +78% Daze Chance to the second.

If both strikes hit the target, delivers an additional strike with -11% Weapon Damage and +74% Knockback Chance.
Body and Spirit
Body and Spirit
Body and Spirit
Passive
Using spells grants +5% Weapon Damage and +2% Crit Chance for 4 turns.

Strikes, shots, and using Attack skills grant +8% Magic Power and -4% Backfire Chance for 4 turns.

Both effects stacks up to 3 times.
Dissipation
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 15 times.
Lingering Incantations
Lingering Incantations
Lingering Incantations
Passive
Increases the duration of all effects, areas, and entities applied or created with spells by 20%.

Activating a positive magical effect grants the next spell -10% Energy Cost and -10% Cooldown Duration.
Thaumaturgy
Thaumaturgy
Thaumaturgy
Passive
Miracles reduce all spells' cooldown by 1 turn and apply all enemies within Vision with -12% Magic Resistance and -12% Nature Resistance for 5 turns.

The effect stacks up to 2 times.

Grants+3% Miracle Chance and +10% Miracle Potency.
Dark Vision
Dark Vision
Dark Vision
Passive
Darkness doesn't apply penalties to Vision, and attacks against targets within it don't receive the penalty to Accuracy.

Possible Loot

See also


Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14