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: 0.9.4.14