Risen Priest

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Risen Priest
Tier 3 Undead
Risen Priest
Health: 80
Energy: 85

Damage
9 Rending
5 Unholy

Protection
Head 1
Body 2
Arms 1
Legs 1

Resistances
Physical 35%
Slashing 35%
Piercing 40%
Crushing 15%
Rending 35%
Nature 40%
Fire 40%
Frost 40%
Shock 40%
Poison 240%
Caustic 40%
Magic 10%
Unholy 110%
Arcane 10%
Sacred -40%
Psionic 10%

Defensive stats
Block Chance 0%
Bleed Res. 200%
Pain Res. 300%
Block Power 0
Control Res. 10%
Fortitude 15%
Dodge Chance -10%
Move Res. 10%
Crit Avoidance 0%

Offensive stats
Crit Chance 0%
Counter Chance 0%
Stun Chance 0%
Knockb. Chance 0%
Life Leech 10%
Vision 0
Crit Efficiency ×1
Bleed Chance 0%
Daze Chance 0%
Immob. Chance 0%
Energy Leech 0%
Bonus Range 0
Accuracy 68%
Fumble Chance 22%
Stagger Chance 0%
Magic Power 110%
Armor Pen. 0%
Bodypart Dmg 0%

Attributes
STR: 10
AGL: 3
PRC: 16
VIT: 20
WIL: 10

Miscellaneous
Faction: Undead
Size: medium
XP: 60

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A stark reminder that righteousness in life and unwavering devotion to one's vows do not guarantee peace in death.
The Order had built many crypts to grant its followers eternal peace after death. Unfortunately, this practice made things easier for the necromantic cults which raised their heads centuries later.

Skills

SkillBasic StatsDescription
Desecration
Desecration
Desecration
Spell
Type:
Target Object
Range:
6
Energy:
13
Cooldown:
4
Shoots a bolt of dark energy, dealing 9 Unholy Damage with 99% Accuracy.

Burns the target's Energy for the amount of damage dealt and replenishes the same amount of Energy to the caster.
Blasphemous Sigil
Blasphemous Sigil
Blasphemous Sigil
Spell
Type:
Target Tile
Range:
11
Energy:
13
Cooldown:
13
Creates a Rune on the targeted tile, which persists for 9 turns.

Remaining on the Rune deals 10 Unholy Damage and replenishes Energy to the caster for 100% of the damage dealt.

The Rune doesn't harm Undead or Proselytes, instead granting them -33% Fumble Chance, +33% Energy Restoration, and +9% Crit Chance.
Seal of Power
Seal of Power
Seal of Power
Spell
Type:
No Target
Energy:
24
Cooldown:
20
Modified by:
Willpower
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".
Lingering Incantations
Lingering Incantations
Lingering Incantations
Passive
Increases the duration of all effects, areas, and entities applied or created with spells by 20%.

Activating a positive magical effect grants the next spell -10% Energy Cost and -10% Cooldown Duration.
Dark Vision
Dark Vision
Dark Vision
Passive
Darkness doesn't apply penalties to Vision, and attacks against targets within it don't receive the penalty to Accuracy.

Possible Loot

Jewerly

See also


Page last edited during patch: 0.9.4.14 | Data Page last updated in: 0.9.4.14