Brigand Warlock

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Brigand Warlock
Tier 3 Human
Brigand Warlock
Health: 115
Energy: 150

Damage
18 Crushing
2 Fire
2 Shock
2 Arcane

Protection
Head 3
Body 7
Arms 4
Legs 4

Resistances
Physical 10%
Slashing 10%
Piercing 10%
Crushing 10%
Rending 10%
Nature 25%
Fire 25%
Frost 25%
Shock 25%
Poison 25%
Caustic 25%
Magic 25%
Unholy 25%
Arcane 25%
Sacred 25%
Psionic 25%

Defensive stats
Block Chance 24%
Bleed Res. 15%
Pain Res. 10%
Block Power 18
Control Res. 5%
Fortitude 10%
Dodge Chance 24%
Move Res. 15%
Crit Avoidance 15%

Offensive stats
Crit Chance 8%
Counter Chance 15%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 5%
Vision 0
Crit Efficiency ×1.1
Bleed Chance 0%
Daze Chance 25%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 5
Accuracy 81%
Fumble Chance 16%
Stagger Chance 25%
Magic Power 130%
Armor Pen. 10%
Bodypart Dmg 0%

Attributes
STR: 10
AGL: 13
PRC: 20
VIT: 13
WIL: 23

Miscellaneous
Faction: Brigand
Size: medium
XP: 180

Show moreShow less
Warlocks aren't particularly picky about their means or their ends. For many of them, the life of banditry is a perfect way to earn some easy coin while honing their magical skill.
Warlocks aren't particularly picky about neither their means, nor their ends. For many of them the life of banditry is a perfect way to earn some easy coin while honing their magical skill.

Mini-boss Hint

Strangely enough, the leader is a sorcerer. He has a penchant for reducing things to ashes — his latest raid left no trace of the caravan guards, not even charred remains.

Skills

SkillBasic StatsDescription
Hail of Blows
Hail of Blows
Hail of Blows
Attack
Type:
Target Object
Range:
1
Energy:
12
Cooldown:
10
Delivers two strikes with -17% Weapon Damage, 60% Stagger Chance, and -5% Accuracy.

Grants +61% Energy Drain to the first strike and +70% Daze Chance to the second.

If both strikes hit the target, delivers an additional strike with -17% Weapon Damage and +63% Knockback Chance.
Fire Barrage
Fire Barrage
Fire Barrage
Spell
Type:
Target Tile
Range:
5
Energy:
12
Cooldown:
4
Shoots three firebolts, each dealing 6 Fire Damage with 85% Accuracy.

Firebolts deal +30% more damage to Burning targets.
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".
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".
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.
Magma Rain
Magma Rain
Magma Rain
Spell
Type:
Target Area
Range:
3
Energy:
36
Cooldown:
20
Deals 6 Fire Damage to a 3x3 tile area, creating magma puddles within it and Igniting some of the tiles.

Magma persist for 3 turns. Remaining in magma deals 3 Fire Damage, applies with -5% Fire Resistance for 7 turns (the effect stacks), and has 5% chance to Ignite.

Each turn of remaining in the magma increases the Ignition chance by 5%.
Aether Shield
Aether Shield
Aether Shield
Spell
Type:
No Target
Energy:
26
Cooldown:
18
Activates "Aether Shield" for 2 turns (+1 turn for each other learned Arcanistics spell):

30% Control Resistance
30% Move Resistance
30% Bleed Resistance
-15% Damage Taken
Replenishes Energy for 20% of the damaged received.
Destroys all physical and magical projectiles (including thrown items) that would hit the caster, preventing their damage and effects.

Teleporting prolongs the effect's duration by 3 turns (up to 8), and each destroyed projectile reduces it by 1 turn.

While affected by "Aether Shield", teleporting also grants all strikes and shots 1 Arcane Damage for 4 turns.

The effect stacks up to 2 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.
Now or Never
Now or Never
Now or Never
Passive
Full and partial dodges and blocks grant +10% Counter Chance and +10% Magic Power for 4 turns.

Using spells grants +8% Dodge Chance and +8% Block Chance for 4 turns.

Both effects stack up to 3 times.

Possible Loot

See also

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