Magehunter
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Magehunter
Tier 4 Human
Damage
Protection
Resistances
Defensive stats
Offensive stats
Attributes
Miscellaneous
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Magehunter
Tier 4 Human

Health: 120
Energy: 120
Damage
27 Slashing
Protection
Head 1
Body 6
Arms 3
Legs 6
Resistances
Physical 15%
Slashing 15%
Piercing 15%
Crushing 15%
Rending 15%
Nature 50%
Fire 50%
Frost 50%
Shock 50%
Poison 50%
Caustic 50%
Magic 50%
Unholy 50%
Arcane 50%
Sacred 50%
Psionic 50%
Defensive stats
Block Chance 9%
Bleed Res. 33%
Pain Res. 35%
Bleed Res. 33%
Pain Res. 35%
Block Power 15
Control Res. 25%
Fortitude 30%
Control Res. 25%
Fortitude 30%
Dodge Chance 35%
Move Res. 25%
Crit Avoidance 25%
Move Res. 25%
Crit Avoidance 25%
Offensive stats
Crit Chance 26%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 2
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 0%
Vision 2
Crit Efficiency ×1.1
Bleed Chance 30%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Bleed Chance 30%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 94%
Fumble Chance 2%
Stagger Chance 0%
Magic Power 110%
Armor Pen. 15%
Bodypart Dmg 15%
Fumble Chance 2%
Stagger Chance 0%
Magic Power 110%
Armor Pen. 15%
Bodypart Dmg 15%
Attributes
STR: 11
AGL: 14
PRC: 21
VIT: 11
WIL: 14
Miscellaneous
Faction: Brigand
Size: medium
XP: 100
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Sorcerers can be troublesome opponents, but this headhunter knows their strengths and weaknesses inside and out.
“ | Sorcerers can be troublesome opponents, but this headhunter knows their strengths and their weaknesses inside and out. | „ |
Skills
Skill | Basic Stats | Description |
---|---|---|
Onrush | Attack / Charge Type: Target Object Range: 4 Energy: 20 Cooldown: 14 | Performs a Charge towards the target and delivers a strike with +20% Weapon Damage and +10% Armor Penetration. If the strike does damage, applies the target with -15% Bleed Resistance and +10% Damage Taken for 4 turns. |
Dash | Charge Type: Target Tile Range: 4 Energy: 26 Cooldown: 20 | Performs a charge towards the targeted tile. Grants the skill -1 Range for each adjacent enemy(down to 2 range. If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns. |
Seal of Shackles | Spell Type: Target Object Range: 5 Energy: 32 Cooldown: 32 | Applies the target with "Seal of Shackles" for 6 turns: -50% Energy Restoration +100% Abilities Energy Cost +100% Cooldown Duration +25% Fumble Chance +25% Backfire Chance Using abilities deals Arcane Damage equal to 25% of the Energy spent. |
Seal of Cleansing | Spell Type: Target Object Range: 6 Energy: 20 Cooldown: 24 | Removes all physical and magical effects from the chosen target and every target adjacent to it. Destroys all summoned magical or elemental entities within the spell's area of effect (runes, fires, unholy blood, acid, magma, etc). Replenishes 3% Max Health and 5% Max Energy for each removed effect for destroyed entity. Doubles the bonuses for each positive effect removed from caster. Applies all Undead targets within the spell's area of effect with +33% Damage Taken for 10 turns. |
Net Throw | Maneuver Type: Target Object Range: 4 Energy: 12 Cooldown: 999 | Throws a hunting net with 88% Acurracy. If it hits the target, applies it with "Net" for 6 turns: +30% Fumble Chance -25% Dodge Chance -50% Block Chance -50% Counter Chance +30% Backfire Chance |
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 20 times. |
Disengage | Passive | Reduces the chance of triggering attacks of opportunity (from 50% to 25%). Grants +0.2% Magic Resistance and +0.2 Nature Resistance for each 1% Dodge Chance Applies all adjacent enemies with +3% Fumble Chance, -3% Accuracy, and -3% Crit Chance. |
Baptism by Fire | Passive | Grants +2.5% Pyromantic Power for each Burning tile or enemy within Vision. Doubles the bonus for each adjacent Burning tile or enemy. Grants +33% Fire Resistance. receiving Fire Damage puts this bonus on a 6 turns cooldown. |
Sprint Training | Passive | Grants +1 Range, -30% Energy Cost, and -30% Cooldown Duration to all Charge skills. |
Inner Reserves | Passive | Once per 30 turns replenishes 15% Max Energy when Energy drops below 33%. |
Possible Loot
Weapons
- (100%) Tier 3 Sword
Jewelry
Consumables
- (8%) Healing Salve, Herbal Extract, Splint, Bandage, Bread, Lockpick, Mead, Flatbread, White Fish or Apple
Books
Bags
- (10%) Purse (1-20g)
See also
Page last edited during patch: 0.9.1.11 | Data Page last updated in: 0.9.2.3
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