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
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points in any Reason, Awareness or Presence category skill.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason, Presence or Awareness
- Level 6Ability 3
- Level 7SoulYou gain +1 to Agility.
- 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.

