Hired Sorcerer (Electromancer)

From Stoneshard wiki
Jump to navigation Jump to search

This article is a stub. You can help Stoneshard wiki by expanding it.


Hired Sorcerer
Tier 3 Human
Hired Sorcerer (Electromancer)
Health: 80
Energy: 135

Damage
16 Crushing
3 Shock

Protection
Head 0
Body 3
Arms 2
Legs 3

Resistances
Physical 5%
Slashing 5%
Piercing 5%
Crushing 5%
Rending 5%
Shock 15%

Defensive stats
Block Chance 0%
Bleed Res. 0%
Pain Res. 0%
Block Power 0
Control Res. 0%
Fortitude -10%
Dodge Chance 12%
Move Res. 0%
Crit Avoidance 0%

Offensive stats
Crit Chance 3%
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 77%
Fumble Chance 20%
Stagger Chance 0%
Magic Power 110%
Armor Pen. 5%
Bodypart Dmg 10%

Attributes
STR: 10
AGL: 13
PRC: 16
VIT: 10
WIL: 16

Miscellaneous
Faction: Brigand
Size: medium
XP: 60

Show moreShow less
This wandering sorcerer isn't encumbered by a strict moral code and is willing to offer his services to anyone, as long as the payment is right.
This wandering sorcerer isn't encumbered by a strict moral code and is willing to offer his services to anyone, as long as the payment is right.

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 100% 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".
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.
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.
Residual Charge
Residual Charge
Residual Charge
Passive
Using the ability tree's spells grants strikes and shots 2 Shock Damage for 4 turns.

The effect doesn't stack.

While this effect is active, strikes and shots apply their targets with -0.5% Shock Resistance for each learned Electromancy ability for 6 turns.

The effect stacks up to 5 times.

Lightning strikes within Vision grant +10% Electromantic Power for 1200 turns.

The effect doesn't stack.
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.

Possible Loot

TODO

See also

Page last edited during patch: 0.9.2.13 | Data Page last updated in: 0.9.3.9