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Class record

Hydromancer

Specialist

Tier
2
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered or Water mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in any Reason, Awareness or Presence category skill.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason, Presence or Awareness
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Hydromancers are specialist water mages who can fit into almost any party.  They're ‘fluid’ if you will.  (Placeholder)

Tactical guidance

Playing Hydromancer

Hydromancers are versatile specialist mages who can do a little bit of everything.  They are reliant on their ability key ability Blue Tide to create domains of water from which they can cast spells from.  This poses a challenge, as you must set up preparations in advance in order be effective.  In exchange for this limitation, Hydromancers are incredibly versatile and can deal damage, support, control and even heal.  Their ultimate ability, Refreshing Stream, is a rare ability that allows you to heal RP, a critical defensive resource.  In addition, Hydromancers can use RP to cast many of their abilities, giving them the ability to turn the tides mid turn.

Setting up Blue Tide early is critical to take early space.  You’ll want to move with your team and continue to use Blue Tide to create more zones that you can fight and cast from.  If you find yourself in a battle near or on top of water, you’re in luck as you won’t need to cast Blue Tide as often.  Aqua Drill can be used as a normal heavy attack, but also has the additional purpose of spreading water into areas that do not have any.  You can use Aqua Drill as a combo with other abilities to increase your casting range of water spells.

Crashing Foam Wave is a versatile ability that can be used to push enemies away, as well as set up allies for more powerful attacks, or to pull enemies away from danger.  Since forced movement doesn’t trigger attacks of opportunity, you can bounce allies away with it.

Cure Water is a basic healing spell but its quite strong.  Its mana cost is quite high, so use caution with casting it often.

Agility builds favor Hydromancers, as having high RP for your abilities is recommended.
 

Hydromancer

Class features

Abilities unlocked

Complete rules for every ability granted by Hydromancer.

Class feature

Benefit 1

You can use Blue Tide.

Benefit 2

You gain Elemental Mastery: Water

Benefit 3

You gain the ability to walk on water and skate across its surface—every 10ft of water surface movement only costs 5ft of movement.

Ability

Aqua Drill

2 AP1 RP
Range
60ft
Keywords
Safe,Water

You infuse water with your mana firing a spiraling blast of high pressure water, making a heavy attack that deals Water damage against a target within range. You can use either the RP or AP cost for the ability.  The water is used as a projectile and spills anywhere within 5ft of the target at your choice.

If you use an RP for this ability, the mana cost increases by 1.

Requirements

You are touching an amount of water equal to a normal sized bucket of water.

1 AP1 RP
Range
30 ft
Keywords
Active,Water

Creates a wave of water originating from a point of water within range.  Shoves an adjacent target of size large or smaller 10ft away from the point of origin.  If the target is on top of the water, you can choose to shove the target in any direction.  You can use either AP or RP for the cost of this ability.

Ability

Cure Water

2 AP1 RP3 MP
Range
15 ft
Keywords
Healing,Spell,Water

You cast this ability on water within range, healing a target within 30ft for 11 + Power x 2. You can use either AP or RP for the cost of this ability.

1 RP2 MP
Range
15 ft
Keywords
Spell,Water

You cast this ability on water within range, recovering fatigue and granting a target within 15ft of that point 1 RP.  The target cannot go over their max RP from this.