Electromancy (skill tree)

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Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all of the Electromancy Skills

Harness lightning energies to both weaken the enemies and strengthen your attacks

Main Focus:

Crowd Control, Weakening Effects, Area Damage

  Electromancy Spells deal Shock Damage scaling multiplicatively from Magic Power and Electromantic Power.

Spell’s_Magic_Damage = Basic_Value * Magic_Power/100 * (1 + Electromantic_Power/100)

SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Jolt
Jolt
Spell
Type:
Target Tile
Range:
7
Energy:
10
Cooldown:
2
Modified by:
Magic Power, Electromantic Power, Bonus Range
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

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Impulse
Impulse
Spell
Type:
Target Area
Range:
1
Energy:
20
Cooldown:
10
Modified by:
Magic Power, Electromantic Power
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".

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Treatise II
Residual Charge
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.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Short Circuit
Short Circuit
Spell
Type:
No Target
Energy:
24
Cooldown:
14
Modified by:
Magic Power, Electromantic Power
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.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Static Field
Static Field
Spell
Type:
No Target
Energy:
26
Cooldown:
12
Modified by:
Magic Power, Electromantic Power
Applies all Resonating targets within Vision with the effect of "Static Field" for 5 turns.
Each turn the static field's area of effect:

Has 10% chance to apply immobilization.
Deals 2 Shock Damage to the effect's main target and everyone adjacent to it, except the caster, applying them with -4% Shock Resistance for 10 turns (This effect stacks up to 5 times). Immobilized targets receive double damage.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Potential Difference
Potential Difference
Passive
Grants "Impulse" a 25% chance to deal double damage each time it inflicts Knockback, with 50% chance Immobilizing the target.
Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Treatise III
Chain Lightning
Chain Lightning
Spell
Type:
Target Object
Range:
6
Energy:
36
Cooldown:
16
Modified by:
Magic Power, Electromantic Power, Bonus Range
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.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
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.
Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Conductivity
Conductivity
Passive
Each enemy affected by "Static Field" or staying in its area of effect has their Energy burnt for 35% of the Shock Damage they receive from it.

Replenishes the caster's Energy for the same amount.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Ball Lightning
Ball Lightning
Spell
Type:
Target Tile
Range:
4
Energy:
50
Cooldown:
26
Modified by:
Magic Power, Electromantic Power
Summons a ball lightning on a targeted tile for 4 turns. The duration increases by 1 turns for each Resonating enemy within Vision.

Each turn, the ball lightning does the following in a 2 tile radius:

Deals 3 Shock Damage
Has 15% chance to Pull towards itself

The ball lightning deals 25% more damage to adjacent targets.
Being Knocked back or Pulled into the ball lightning deals 200% of its damage.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Treatise IV
Chain Reaction
Chain Reaction
Passive
Casting this ability tree's spells applies all affected targets with -5% Shock Resistance for 8 turns per each Resonating target within Vision.
Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Resonance Cascade
Resonance Cascade
Passive
Casting this ability tree´s spells has 20% chance to apply a random target within Vision with 3 turns of "Resonance" if it isn't already affected by it.

If there are no such targets, has 20% chance to affect a random Resonating target within Vision, prolonging the duration of its "Resonance" or "Impulse" by 3 turns.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Tempest
Tempest
Spell
Type:
Target Object
Range:
6
Energy:
60
Cooldown:
30
Modified by:
Magic Power, Electromantic Power, Bonus Range
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.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Recharge
Recharge
Passive
Each Resonating target within Vision grants +3% Energy Restoration.

Killing enemies with this ability tree's spells grants -5% Spells Energy Cost and -7.5% Cooldowns Duration for 8 turns per each Resonating target within Vision.

Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools

Page last edited during patch: 0.8.0.11