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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

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You 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.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus, Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Spellcasters that cast lightning spells.

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.

Electromancer

Class features

Abilities unlocked

Complete rules for every ability granted by Electromancer.

Key ability

Superconductor

Class feature

Benefit 1

When you make an attack that deals Lightning damage to a target afflicted with Static, you gain a +1 accuracy bonus.

Benefit 2

You gain Elemental Mastery: Lightning.

Ability

Zap

1 AP1 MP
Range
60ft
Keywords
Lightning,Lock On,Spell

You may make a Light attack against the target, dealing Lightning damage. On damage, inflict Static X where X equals your Focus X 3.

Requirements

-

Ability

Bolting

2 AP1 MP
Range
360ft
Keywords
Lightning, Rapid,Spell,Artillery

You may make a Heavy Attack that deals Lightning Damage with a bolt from the sky. On damage, inflict Static X where X equals your Focus x 3. 

Requirements

-
2 AP
Range
120ft
Keywords
Lightning,Spell,Blanketing

You make a Light Attack against two different targets who can be no further than 20ft apart, dealing Lightning Damage and on damage, inflict Static X where X equals your Focus x 2.

Requirements

-
2 AP2 MP
Range
60ft
Keywords
Lightning,Spell

You may make a Heavy Attack against the target dealing Lightning Damage and inflicting Static X where X equals your Focus x 3. On damage, you may repeat this attack against another target within 30ft of the target without paying additional costs. This attack may repeat multiple times like this.

You cannot target the same creature more than once per use of this ability.

Requirements

-