Brigand Electromancer

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Brigand Electromancer
Tier 4 Human
Brigand Electromancer
Health: 100
Energy: 140

Damage
20 Crushing
4 Shock

Protection
Head 2
Body 3
Arms 2
Legs 2

Resistances
Physical 5%
Slashing 5%
Piercing 5%
Crushing 5%
Rending 5%
Nature 25%
Fire 25%
Frost 25%
Shock 50%
Poison 25%
Caustic 25%
Magic 25%
Unholy 25%
Arcane 25%
Sacred 25%
Psionic 25%

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

Offensive stats
Crit Chance 10%
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 80%
Fumble Chance 15%
Stagger Chance 0%
Magic Power 135%
Armor Pen. 5%
Bodypart Dmg 5%

Attributes
STR: 7
AGL: 11
PRC: 21
VIT: 11
WIL: 21

Miscellaneous
Faction: Brigand
Size: medium
XP: 80

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Not every sorcerer manages to find a place at the Academy or in 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
Jolt
Jolt
Jolt
Spell
Type:
Target Tile
Range:
7
Energy:
8
Cooldown:
2
Shoots a bolt of electricity, dealing 7 Shock Damage with 110% Accuracy.

Hitting the target with 35% Chance knocks it back and with 70% chance applies it with "Resonance" for 8 turns:

-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration

If the target is affected by "Impulse", prolongs its duration by 6 turns without applying "Resonance".
Impulse
Impulse
Impulse
Spell
Type:
Target Area
Range:
1
Energy:
12
Cooldown:
10
Deals 10 Shock Damage to all adjacent tiles. With 40% chance to knocks the affected targets back or with 100% chance Staggers them if the knockback fails.

With 85% chance applies all affected targets with "Impulse" for 8 turns:

-25% Shock Resistance
-15% Move Resistance
-10% Control Resistance
+20% Cooldowns Duration
Deals 2 Shock Damage
Has 15% chance to knock back from the caster.

If the targets affected by "Resonance", transforms it into "Impulse", inheriting most of the remaining duration. Target with "Impulse" are treated as Resonating by the ability tree's spells.
Short Circuit
Short Circuit
Short Circuit
Spell
Type:
No Target
Energy:
24
Cooldown:
16
Deals 6 Shock Damage to all Resonating targets within Vision and with 40% chance Daze them.

The spell's damage increases by 25% for each Resonating target within Vision.

If Resonating targets are adjacent to each other, the spell deals double damage to them.
Chain Lightning
Chain Lightning
Chain Lightning
Spell
Type:
Target Object
Range:
6
Energy:
60
Cooldown:
22
Deals 9 Shock Damage and with 80% applies the target with "Resonance" for 4 turns.

Then jumps to all Resonating targets within 8 tiles, starting with the closest ones, dealing damage and prolonging the duration of "Resonance" by 3 turns.

With 50% chance Staggers all affected targets and reduces the ability tree's cooldowns by 2 for each affected target.

The spell doesn't affect the same target twice.
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
+1 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, +2 Fire Damage to strikes and shots, +3% Miracle Chance, +3% Crit Chance
Electromancy: +15% Electromantic Power, +2 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, +2 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".
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.
Unlimited Power
Unlimited Power
Unlimited Power
Passive
Grants +0.1% Magic Power for each remaining percent of Max Energy and +0.1% Energy Restoration for each missing percent.
Inner Reserves
Inner Reserves
Inner Reserves
Passive
Once per 20 turns, replenishes 20% Max Energy when Energy drops below 50%.

Possible Loot

Weapons

Jewelry

Consumables

Books

Bags

See also


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