Class record
Electromancer
Striker / Controller
- Tier
- 2
- Difficulty
- 2 / 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 have Lightning element 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.
- Level 6Ability 3
- Level 7SoulYou gain +1 Focus, Power or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Electromancer
Electromancers excel in fighting against enemies in water. Their superconductor ability applies two powerful keywords all lightning attacks for free. This applies even to attacks made with channeling weapons, not just the Electromancer abilities.
Zap is an ability with a high chance to apply static. Static is the main debuff of the electromancer and what gives them the controller status. It does not damage the person who has it, but it forces them to position carefully to not hit their allies with it. Your allies are immune to the effect, so you don't need to worry about the enemies hitting them with your static. Static is most effective if combined with roots, such as a netting flask or against enemies already engaged in melee combat, where moving to an isolated spot becomes more difficult.
Bolting is a long range strike with a small benefit of potentially ignoring cover. The nature of the attack means it cannot be used indoors however. When not using it as a snipe attack, it's most useful for being a Heavy attack that also applies Static.
Forked Lightning is their only way to apply static without using mana. It requires there to be two targets, but static is useless without at least two targets anyway. The static value is lower than on the other attacks is lower to compensate for this lack of mana cost.
Chain Lightning can decimate entire groups, provided that their RP has been burned beforehand and you don't get unlucky with rolls. Only use it when at least two people have 0 RP or otherwise cannot react to your attack, otherwise it's not worth the cost.

