Electromancers are wild, spontaneous, energetic individuals capable of mass destruction and erratic behavior, as unpredictable as the powerful magics they control. Whether razing cities to the ground, or acting as self-contained generators, electromancers are a powerful force that cannot be ignored. Not quite as effective or horrible as pyromancers in combat, electromancers strike first, strike fast, and strike hard. When an electromancer starts casting, it's best to leave the room (and your metal armor and weapons) behind. This guild uses Hermetic magic.
Guild choices for: Electromancer
Primary Secondary Tertiary
------- --------- --------
+-Archmagus
+-Electromage
+-Electrowizard
+-Elementalist
+-Magister
+-Magus
+-Primamancer
Prevented from joining: Corrosionist, Discordian, Geomancer and Toximancer
Stat Potential | little strength and many intelligence |
Point Max Potential | little endurance points, little hit points and average spell points |
Regen Potential | more spell point regeneration, tiny hit point regeneration and little endurance point regeneration |
Category Potential | huge bonus to the air hermetic spell category |
|