Brigand Electromancer
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Brigand Electromancer
Tier 4 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
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Brigand Electromancer
Tier 4 Human

Health: 135
Energy: 130
Damage
20 Crushing
4 Shock
Protection
Head 2
Body 3
Arms 3
Legs 3
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%
Bleed Res. 10%
Pain Res. 10%
Block Power 0
Control Res. 5%
Fortitude 0%
Control Res. 5%
Fortitude 0%
Dodge Chance 10%
Move Res. 5%
Crit Avoidance 0%
Move Res. 5%
Crit Avoidance 0%
Offensive stats
Crit Chance 10%
Counter Chance 0%
Stun Chance 15%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Counter Chance 0%
Stun Chance 15%
Knockb. Chance 0%
Life Leech 0%
Vision 0
Crit Efficiency ×1.05
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 82%
Fumble Chance 13%
Stagger Chance 7%
Magic Power 105%
Armor Pen. 0%
Bodypart Dmg 25%
Fumble Chance 13%
Stagger Chance 7%
Magic Power 105%
Armor Pen. 0%
Bodypart Dmg 25%
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 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
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 |
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". |
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. |
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. |
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. |
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. |
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 | Passive | Once per 30 turns replenishes 15% Max Energy when Energy drops below 33%. |
Possible Loot
Weapons
- (100%) Tier 3 Staves
Jewelry
Consumables
Books
- (10%) Electromantic Treatise II or Magic Mastery Treatise II
- (15%) Scroll
Bags
- (10%) Purse (15-45g)
See also
Page last edited during patch: 0.9.1.0
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