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Class record

Electromaster

Striker / Controller

Tier
3
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

Electromancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Magic, Flight, Perception 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 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Masters of lightning.

Tactical guidance

Playing Electromaster

Electromaster builds on the Electromancer, focusing around dealing damage and controlling the battlefield with their static.

Lightning Strikes Twice punishes enemies who don’t position themselves properly by transferring any static to the targets they hit. Against clusters of enemies, this can chain into many applications.

With Static Discharge, they can force this chain reaction even easier. Applying static on an enemy and then instantly discharging it gets the ball rolling quickly.

Once the static is properly applied, they can begin to do AoE damage through thunderstorm. The damage is not particularly high, but it can hit many enemies. Note that it cannot be used indoors, making Electromasters more suited for outside combat.

Against bosses or other scenarios where single target damage is required, they can use Static Overload. It requires static to be applied, but it does decent damage and dazes the target.

When they activate their secret art Lightning Field, they become almost unapproachable for grunt level enemies. The constant unavoidable damage will shred through them in only a couple of turns. 

Electromaster

Class features

Abilities unlocked

Complete rules for every ability granted by Electromaster.

3 AP
Range
40ft
Keywords
Lightning,Spell,Scatter

You may make a Light Attack that deals Lightning damage against all target enemies in range. As the attack comes from the sky, any cover is calculated from above the target rather than from your path to the target.

2 AP
Range
60ft
Keywords
Daze,Lightning,Spell

A single target in range must make a save or immediately take Lightning damage equal to their Static and become inflicted with Daze

Requirements

The target must be afflicted with Static you applied.

2 AP2 MP
Range
40ft
Keywords
Lightning,Spell

A single target in range must make a save or the Static stacks on them immediately discharge, triggering the Static effect as though it was the end of the target’s turn.

Whether the target succeeds at or fails the save, they lose all Static charges.

Requirements

The target must be afflicted with Static you applied.

2 AP3 MP
Range
30ft
Keywords
Lightning,Secret Art,Spell,Upkeep

You conjure a statically charged field around you, applying Static X where X equals your Focus x 3 to all enemies within 30ft of you. Enemies already afflicted by Static immediately take damage equal to 3 + half the static value. While within your Lightning Field, the Static on enemies is not removed at the end of their turn.

This field lasts until the end of your next turn.

Upkeep: You may pay 1 Mana at the start of your turn to repeat the initial effect and extend the duration of the field by 1 turn.