Class record
Aeromancer
Striker / Controller
- Tier
- 2
- Difficulty
- 3 / 5
- Main role
- Striker
- Secondary role
- Controller
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Any class mastered or Wind mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 Reason or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 Focus or Power.
- Level 8Ultimate ability
Identity & lore
Class overview
The first Aeromancer corps were born in Northi, created as a direct response to Sorthen's formidable Ace Aerial Mage squads. While the Catfolk had a stronghold on the ground with their incredible speed, the Fae and Sorthen flyers posed a constant threat from above. That is, until a cunning Catfolk mage named Nicole Mimi changed the game.
Mimi took a magical art that was once considered weak, Aeromancy, and turned it into a force to be reckoned with. By destabilizing the air itself, she crafted powerful gales and sudden downbursts, effectively disrupting air superiority. What was once seen as a lesser magic became a devastating weapon under her mastery.
To this day, Aeromancers from all corners of the world study Mimi's tomes, learning to command the sky just as she did. They've turned Aeromancy into an art of its own, capable of twisting the winds and reshaping the battlefield.
Tactical guidance
Playing Aeromancer
Aeromancers take on a more controllery striker role, displacing enemies while attacking them. They are very dangerous when near cliffs or other hazards. Their difficulty lies in the importance of their positioning. Knockbacks do damage if the target can not be moved the full distance, so knocking enemies into walls can add a decent amount of damage.
Wind Blast is a low investment ability that provides significant displacement. While using it near hazards is the obvious choice, it can also be used to free up space for allies or to push the enemy closer to your allies so they can spend more AP on attacking instead of moving.
Wind Scatter is an almost pure disruption tool. It makes further AoE's impossible, so careful use is required to not disrupt your allies. A good Wind Scatter however, can put significant distance between the front most and backmost enemy of a formation, which allows for targets to be isolated and picked off.
Wind Buffet is a more defensive knockback, forcing enemies away from you. Be careful, as it provokes attacks of opportunities and can hit allies.
Downburst is a simple, but extremely powerful anti-air tool. With high range and lock-on, an aeromancer is a aerial mage or flying monster's worst nightmare.

