Electromancy (skill tree)
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This page shows all of the Electromancy Skills
“  Harness lightning energies to both weaken the enemies and strengthen your attacks  „ 
Main Focus:
Crowd Control, Weakening Effects, Area Damage
Electromancy Spells deal Shock Damage scaling multiplicatively from Magic Power and Electromantic Power.
Spell’s_Magic_Damage = Basic_Value * Magic_Power/100 * (1 + Electromantic_Power/100)
Skill  Basic Stats  Description  Passive bonus  Hidden bonus  

Treatise I  
Jolt  Type: Target Tile Range: 7 Energy: 10 Cooldown: 2 Modified by: Magic Power  Deals 6 Shock Damage to the target with 35% chance to Knock it back and 70% chance to apply "Resonance" for 8 turns: 20% Shock Resistance 7.5% Move Resistance 5% Control Resistance +10% Cooldowns Duration  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Impulse  Type: Target Area Range: 1 Energy: 20 Cooldown: 10 Modified by: Magic Power  Deals 10 Shock Damage to all adjacent targets with 40% chance to Knock them back. If the spell fails to inflict Knockback, it applies Stagger for 1 turn. Has 85% chance to apply affected targets with "Impulse" for 8 turns: 25% Shock Resistance 15% Move Resistance 10% Control Resistance +20% Cooldowns Duration Each turn deals 2 Shock Damage with 15% chance to inflict Knockback. Targets affected by "Impulse" count as Resonating, and the effect´s duration is prolonged by additional applications of "Resonance".  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Treatise II  
Residual Charge  Casting this ability tree's spells grants melee attacks +15% Weapon Damage, dealt as Shock, for 6 turns. For each Ability Point invested into Electromancy, these empowered attacks apply their target with 0.5% Shock Resistance for 6 turns. Natural lightning strikes occuring within Vision grant the character +10% Electromantic Power for 240 turns.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools +5% Weapon Damage  
Short Circuit  Type: No Target Energy: 30 Cooldown: 14 Modified by: Magic Power  Deals 5 Shock Damage to all Resonating targets within Vision. The damage increases by 25% for each Resonating target within Vision. Has 40% chance to Daze affected targets. If Resonating targets are adjacent, the damage to them is doubled.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Static Field  Type: No Target Energy: 20 Cooldown: 12 Modified by: Magic Power  Applies all Resonating targets within Vision with the effect of "Static Field" for 5 turns. Each turn the static field's area of effect: Has 10% chance to apply immobilization. Deals 2 Shock Damage to the effect's main target and everyone adjacent to it, except the caster, applying them with 4% Shock Resistance for 10 turns (This effect stacks up to 5 times). Immobilized targets receive double damage.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Potential Difference  Grants the effect of "Impulse" 25% chance to deal double damage each time it inflicts Knockback, with 50% chance Immobilizing the target.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools +3% Miracle Chance  
Treatise III  
Chain Lightning  Type: Target Object Range: 6 Energy: 40 Cooldown: 16 Modified by: Magic Power  Deals 12 Shock Damage to the target, then jumps to a closest Resonating target within 8 tiles, prolonging the duration of its "Resonance" by 3 turns. Has 50% chance to apply Stagger, and reduces the ability tree's active Cooldowns by 2 turns for each affected target. The lightning can strike each individual target only once per cast.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Unlimited Power  Grants +0.1% Magic Power for each remaining percent of Max Energy and +0.1% Energy Restoration for each missing percent.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools +5 Max Energy  
Conductivity  Each enemy affected by "Static Field" or staying in its area of effect has their Energy burnt for 35% of the Shock Damage they receive from it. Replenishes the caster's Energy for the same amount.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools +4% Energy Drain  
Ball Lightning  Type: Target Tile Range: 4 Energy: 40 Cooldown: 20 Modified by: Magic Power  Summons a ball lightning on a targeted tile for 4 turns. The duration increases by 1 turns for each Resonating enemy within Vision. Each turn, the ball lightning does the following in a 2 tile radius: Deals 3 Shock Damage Has 15% chance to Pull towards itself The ball lightning deals 25% more damage to adjacent targets. Being Knocked back or Pulled into the ball lightning deals 200% of its damage.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Treatise IV  
Chain Reaction  Casting this ability tree's spells applies all affected targets with 5% Shock Resistance for 8 turns per each Resonating target within Vision.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools 5% Backfire Chance  
Resonance Cascade  Casting this ability tree´s spells has 20% chance to apply a random target within Vision with 3 turns of "Resonance" if it isn't already affected by it. If there are no such targets, has 20% chance to affect a random Resonating target within Vision, prolonging the duration of its "Resonance" or "Impulse" by 3 turns.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools 5% Cooldown Duration  
Tempest  Type: Target Object Range: 6 Energy: 50 Cooldown: 24 Modified by: Magic Power  Summons a lightning to strike the target, then summons additional lightnings to strike 2 more enemies within Vision, prioritizing the ones affected by Resonance. Deals 10 Shock Damage and removes "Resonance", with 20% chance Stunning the target. The damage and Stun chance increase by 5% for each remaining turn of the removed "Resonance". For each Stun applied by this spell, summons an additional lightning to strike a random target within Vision. Instantly kills enemies at or below 20% Max Health if their current Health is equal to or lower than 50.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools  
Recharge  Each Resonating target within Vision grants +3% Energy Restoration. Killing enemies with this ability tree's spells grants 5% Spells Energy Cost and 7.5% Cooldowns Duration for 8 turns per each Resonating target within Vision.  Passive bonus: +2% Electromantic Power 1% Power of other Magic Schools +5% Magic Power 
Page last edited during patch: 0.8.0.11

